TEXT: Zen and the Art of Mayhem
  Styles of 
  Martial Arts
  There are many styles of martial arts; some 
  are relative new, while others date back more then a 
  millennium. Each style is based on a core belief, this 
  belief defi nes the fi ghting techniques used. A martial arts 
  technique based on the belief of speed, will have fast 
  attacks and dodges. While one based off strength will 
  allow the user to hit hard and cause the most amount of 
  damage. Many of the old techniques focus on one aspect 
  of combat such as speed, strength, ki, or cunning. The 
  newer techniques like to combine areas of the older styles 
  creating totally new fi ghting styles. To do this they sacrifi ce 
  certain aspects of the old styles in favor of techniques that 
  work together.
  Through out history these styles have been taught 
  learned and retaught. With each passing generations 
  styles are refi ned and new ones are created. Masters 
  will devote their life to improving a style, trying to reach 
  new higher levels. Once they have reached they will 
  pass down that knowledge to their pupils. Sometimes old 
  aspects are lost, schools being wiped out, masters dieing 
  before teaching all they know, other times a master may 
  decide not to pass down the knowledge of a particular 
  style. This knowledge is not always fully lost, disciples of 
  styles will search and train hard to regain lost techniques.
  Styles of Martial Arts as Major Talents
  Each style of martial arts is a major talent worth 
  5 points. A character can take super martial arts and a 
  style, this means the character has 10 points in martial 
  arts talents. Characters cannot take two major styles of 
  martial arts on a character sheet. If they wish to combine 
  two styles or mix and match attacks the rules of how to do 
  so follow the listing of the styles.
  If a character chooses a martial arts style as a 
  major talent they receive eight slots to fi ll with special 
  attacks. Once these slots are fi lled up a character can no 
  longer learn anymore attacks (If they want to expand past 
  eight they will then enter level 3 rules). When creating a 
  character they receive 25 luck points per level of martial 
  arts to buy attacks with. For example a character with a 
  5 martial arts will have 125 luck points to buy attacks, a 
  character with Level 7 Martial Arts have 175 luck points to 
  buy attacks with.
  A character can also learn the attacks of special 
  martial arts during a campaign. Characters can learn 
  attacks once their skill level is equal to or higher then the 
  level of an attack. Every skill level the character raises 
  they receive 25 luck points to buy attacks. A character 
  can also spend luck points earned during a game to buy 
  attacks. But still no more then 8 attacks can be learned. 
  Level 1 25 Luck Points
  Level 3 50 Luck Points
  Level 5 75 Luck Points
  Level 7 100 Luck Points
  Level 9 150 Luck Points
  When combat begins, basically when characters 
  roll initiative, they gain Combat Points equal to 1/4 their 
  martial arts skill level, rounded up. Each time Initiative is 
  rolled the character will gain 1 additional combat point. 
  However martial arts attack can be a major drain on the 
  body, if the fi ghter spends more then their skill +5 on 
  attacks before a long rest, the attack will take away hit 
  points equal to the cost. If they spend double skill level +5 
  then the attacks take double cost in hit points, etc…
  
  Zen and the Art of Mayhem
  Dragon Star Technique
  “Strength without training is next to 
  useless.”
  Practiced by many warriors the Dragon Star 
  technique is a very powerful and deadly style, a signal 
  blow from a master can kill a normal man. The style 
  concentrates on landing heavy blows on an opponent, 
  hit them hard and take them out. Legend states that the 
  Dragon Star was the fi rst martial arts style developed, 
  whether or not this is true is unknown. However the style 
  has been around for very long time and has fragmented 
  into many other sub-styles, but the core beliefs have 
  not change. Many of the Dragon Star moves have been 
  incorporated into the newer styles. Even if others may 
  think that Dragon Star focus on strength is limiting, they 
  still have great respect for anyone using the style. 
  Many grandmaster of Dragon Star have designed 
  devastating attacks throughout the history of the styles. 
  Some of theses attacks have become part of the over all 
  techniques, other are known only by a few select styles, 
  others have been lost to the ages. 
  Iron Skin
  The Dragon Star technique teaches a person to 
  harden their skin and take more punishment, allowing 
  a student to last longer in combat. A character can add 
  Dragon Star skill level to their DAN (However this acts 
  as extra armor and does not add any hit points to a 
  character).
  Type Defense
  + SL to DAN
  Level 1
  Cost None
  Added Strength
  The blows of the Dragon Star are quite deadly. 
  A student is taught to increase their strength when they 
  land a blow. Add double skill level to damage when using 
  Dragon Star. 
  Type Bonus
  SLx2 to Damage
  Level 1
  Cost None
  Burst of Strength
  A disciple of the Dragon Star learns to fully tap 
  their strength when needed. This Strength comes deep 
  within the user and canʼt be maintained for a long length 
  of time. Add Dragon Star Skill Level to Strength for 1 turn, 
  strength can not be boosted past 15.
  Type Bonus
  +SL to Strength Stat
  Level 3
  Cost 1
  Back Breaker
  A powerful technique, the user grabs an opponent 
  as to do a throw, but instead they use the
  Opponentʼs body as a brace to jump over them, landing 
  behind, then land a quick and powerful blow to the 
  exposed back of the opponent.
  Type Strike
  +4 to Hit, +8 to Damage
  Level 3
  Cost 1
  Sledge Hammer
  A pupil of the Dragon Star learns a powerful blow 
  by cupping both hands together. The sledge hammer 
  punch can be delivered quickly to an opponent delivering 
  more damage then a normal blow.
  Type Strike
  +12 Damage
  Level 3
  Cost 1
  Impulsive Lunge
  A quick lunge taught to increase the speed of a 
  disciple of the Dragon Star. This gut reaction can give the 
  pupil the chance to land a blow on a faster opponent.
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Flip Kick
  The Dragon Star technique teaches a powerful 
  kick which the user puts all their strength into. The Kick is 
  so powerful it will cause the user to do a back fl ip. Anyone 
  hit by a fl ip kick is knocked straight up in the air after 
  taking damage from this massive blow. 
  Type Kick
  x2 Damage, knockback straight up. 
  Level 5
  Cost 3
  Haohkiken
  This attack is a projection of strength tapped 
  through the Dragon Star technique. It is a large ball of raw 
  energy that can be thrown at an opponent. Haohkiken can 
  be thrown SL Range. To hit is rolled as a normal martial 
  arts attack. Damage is Skill Level+Str+1d10; the total is 
  then multiplied by 2. 
  Type Blast
  SL+Coord+1d10 To Hit, (SL+Str+1d10)x2 
  Damage 
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Precise Attack
  A quick and accurate blow delivered those times 
  when a student of the Dragon star needs to land the blow 
  more then to do allot of damage. The Precise Strike can 
  be aimed at a particular area without any negatives.
  Type Strike or Kick 
  +8 To Hit, No negatives to called shots
  Level 5
  Cost 3 
  Dragon Punch
  A powerful blow taught in the Dragon Star 
  technique the user gathers up all their strength and 
  concentrates it into an uppercut punch. When done 
  correctly the user is propelled into air by the power of the 
  blow. Anyone hit by the blow is also knocked into the air 
  along with the blow taking damage on the ride up; they 
  then sail high up as the disciple of Dragon Star lands 
  safely on the ground. Many of the Dragon Star techniques 
  attacks are designed to be set ups for the Dragon Punch. 
  Type Strike
  x3 Damage, Knockback straight up.
  Level 7
  Cost 5 
  Dragonʼs Roar
  This attack is another projection of raw energy 
  tapped by the Dragon Star Technique. However the range 
  is only directly in front of the user. It is a very powerful 
  blast that quickly loses it force when released. The 
  Damage is x4 at 1/4 skill level in range, x2 at 1/2 skill level 
  range, normal damage at skill level range, and no damage 
  beyond that range.
  Type Blast
  SL+Coord+1d10 to hit, (SL+Str+1d10) x4 at 1/4 
  SL range, x2 at 1/2 SL range.
  Level 7
  Cost 5
       
  Rising Dragon of Defeat
       
  This attack is the most powerful taught in the 
  Dragon Star Style. It is a blow that envelopes a victim 
  delivering damage all over their body at the same time. 
  Anyone one hit by the attack is swooped up into the air 
  by the force of the attack. The attack is quite feared, 
  when started the user aura fl ames up and takes a form 
  of a dragon. The dragons head forms around the fi st that 
  delivers the blow and the jaws clamp on to the victim 
  when they are hit. The victim is then swooped up in the 
  air caught in the dragonʼs mouth, the body of the dragon 
  fl ows from the arm of the Master as the victim fl ies up in 
  the air.
  Type Strike
  x4 Damage, 1/2 DAN
  Level 9
  Cost 8
  Drunken Style
  “The more unpredictable you are, the more 
  off balance your opponent will be.”
  This style employs very loose body motions, a 
  clumsy battle stance, swaying motions, all making the 
  user appear to be inebriated. A master of Drunken Style 
  moves about in unpredictable patterns, stumbling back 
  and forth, acting like he can hardly stand. Yet from these 
  awkward stances they can do an unpredictable attack at 
  anytime.
  The heart of Drunken Style is to keep an 
  opponent guessing, keep them off balance, this gives 
  the master of Drunken Style the advantage. Attacking 
  from off balanced positions, moving with the force of the 
  opponents attack, and delivering a return attack from an 
  unpredictable angle. The whole style is based around 
  deceiving ones opponent and opening them up for attack.    
  Drunken Dodge
  A disciple of the drunken style moves their body 
  in unpredictable ways. Always shifting around like the lost 
  their balance, swaying back and forth. This movement 
  makes them hard to predict and very fl exible, able to 
  instantly react to an attack. A Drunken master may add 
  1/2 skill level when dodging.
  Type Dodge
  +1/2 SL to Dodge
  Level 1
  Cost None
  Tipsy Turvy
  A student of the drunken style is taught to 
  continuously move in an erratic pattern, this allow the 
  student to keep an eye on all their opponents movements 
  and actions. They suffer no negatives when dodging 
  attacks from their rear or fl anks. They can also attack 
  opponents in these areas with no negatives. 
  Type Dodge
  No negatives from fl ank or rear attacks, or dodge.
  Level 1
  Cost None
  Pratt Fall
  A faked drunken fall, a disciple of the Drunken 
  Style will stumble and fall to the ground. Although it looks 
  like a normal fall the student can then jump up and attack 
  an unsuspecting opponent. While on the ground the 
  disciple can wait for their opponent to start an action and 
  interrupted with the attack.
  Type Strike, Kick, or Throw
  +5 to hit, +1d6 Damage, may interrupted another 
  attack
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Brisk Shot
  Although the Drunken Style gives the illusion 
  of uncoordinated movements the student preplans 
  everything. Brisk Shot is a quick burst of speed giving the 
  student a jump on an opponent.
  Type Bonus
  +8 Initiative
  Level 3
  Cost 1 
  Chaser
  Much like after a stiff drink it is good to have a 
  chaser. After an attack is delivered, a student of Drunken 
  Style can quickly snap off another blow. 
  Type Strike, Kick, or Throw
  Extra attack after a hit
  Level 3
  Cost 1
  Spit Alcohol
  The Drunken style teaches the student to 
  spit alcohol into an opponents eyes when they arenʼt 
  expecting an attack. If hit the victim must make a notice 
  roll to stay aware of the drunken masters position. Take 
  the Drunken Master speed+SL+5 this is the number the 
  notice roll has to beat. If they miss they lose track of the 
  masters position.
  Type Blast
  Hit causes victim to make Notice checks at -5 to 
  keep track of opponent, 1/2 SL Range
  Level 5
  Cost 3
  On the Rocks
  A powerful strike designed to deliver damage 
  even to the toughest opponent. The pupil of the Drunken 
  Style throws all of their strength into the blow lunging 
  them forward.
  Type Strike
  +24 Damage
  Level 5
  Cost 3
  Shaken not Stirred
  This attack is delivered when the drunken master 
  appears to be falling forward. When they look like they 
  are hitting the ground the master can then spring forward 
  delivering a powerful kick to the unaware opponent.
  Type Kick
  x3 Damage
  Level 7
  Cost 5
  Fire Breath
  The Drunken Style teaches a master to spit fi re 
  at an opponent, this technique is diffi cult to learn but a 
  very effective attack. Range is half skill and the damage 
  is SL+6d6. Objects the opponent maybe wearing have a 
  chance of catching on fi re.
  Type Blast
  SL+6d6 Damage 1/2 SL Range
  Level 7
  Cost 5
  Stumbling Combo
  This is a quick series of punches and kicks 
  delivered to a opponent after the Drunken Master appears 
  to stumble over their own feet and start to fall forward. The 
  attack is delivered with blinding speed as the Drunken 
  master delivers fi ve hits in the time it normally takes to 
  deliver one.
  Type Strike, Kick, or Throw
  5 attacks in one action
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Eagles Clawz
  “Speed and power are a deadly 
  combination.”
  A combat style that combines speed and strength. 
  Martial artists who study the Eagles Clawz learn quick 
  refl exes and devastating slashes. Eagles clawz is a very 
  popular martial arts the style is taught all over the world as 
  well as in many Special Forces units. Since the style is a 
  combination of two accepts, one does not dominate over 
  the other.
  Burning Slash
  Unlike most martial arts style eagle clawz teaches 
  a student to slash at an opponent instead of hitting them 
  directly with an attack. The slash causes damage over a 
  large area of an opponent and has a greater chance of 
  fi nding a weak or unprotected area. 1/2 DAN to an Eagles 
  Clawz strikes.
  Type Bonus
  1/2 DAN of an opponent
  Level 1
  Cost None
  Eagles Wings
  Eagles claws teaches a student to come at an 
  opponents in ways they donʼt expect, to accomplish this 
  the style teaches very powerful leaps. These can be 
  used to initiate an attack, escape from a bad situation, or 
  basically show off.
  Type Movement
  Leap SL+1d10 no action cost
  Level 1
  Cost None
  Power Slash
  A heavy strike designed to be fast, accurate, 
  and deadly.  The attack comes fast and deadly most 
  opponents will not even see it coming. +5 to Hit roll and 
  +8 to Damage.
  Type Strike
  +8 Damage, +4 To Hit
  Level 3
  Cost 1
  Spin Kick
  The pupil of the eagles clawz style learns a 
  powerful kick by spinning a full rotation and making 
  contact with the greatest amount of force.
  Type Kick
  +12 Damage
  Level 3
  Cost 1
  Talon Garb
  A student of the eagles clawz learn to grab an 
  opponents limbs and bend them the wrong way causing 
  great pain at the same time. +2d6 Damage plus the victim 
  most make a break roll or the will receive throw damage 
  +2d6 next action.
  Type Throw
  Throw Damage +2d6, Limb is held unless 
  opponent makes a break roll
  Level 3
  Cost 1
   Swift Block
  Using the speed and strength of the eagles clawz 
  style a student can avoid incoming blows. +9 to dodge 
  incoming blows.
  Type Dodge
  +9 to Dodge
  Level 3
  Cost 1
  Rapid Slash
  Using the speed of the eagles clawz an expert 
  can deliver a barrage of three slashes in the time it would 
  normally take to do one. 
  Type Strike, Kick, or Throw
  2 attacks in one action
  Level 5
  Cost 3
  Spiral Tear
  A powerful slash combined with raw energy sent 
  spinning towards an opponent. This technique is hard 
  to learn but very devastating to an opponent. Skill level 
  range, Skill level + Speed +1d10 to hit. Skill Level + 
  Strength + 1d10 x2 Damage.
  Type Blast
  SL+Speed+1d10 To Hit, (SL+Str+1d10)x2 
  Damage 
  Level 5
  Cost 3
  Swooping Attack
  The attack begins with a leg sweep knocking the 
  opponent over, it is then followed up by an elbow slam to 
  the torso. A very powerful attack causing the opponent to 
  do their next action from the ground. +6 to Hit on the slide 
  +12 damage on the Elbow Slam (use Throw Damage).
  Type Throw
  +8 to Hit, +16 damage
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Spinning Twister
  A master of the eagles clawz can summon up 
  their raw energy and send it out as a powerful twister 
  towards their opponent. This attack does not have a great 
  range but does allot of damage to any caught up in its 
  fury. 1/2 Skill level range, Skill Level+Speed+1d10 to Hit, 
  Skill Level + Strength + 1d10 x3 Damage. 
  Type Blast
  1/2 SL Range, SL+Str+1d10 x3 Damage
  Level 7
  Cost 5
  Power Spin Throw
  A powerful throw developed by the Eagle Clawz 
  style. The master can grab an incoming opponent and 
  use their force to propel them in any direction up to Skill 
  level away, +12 Damage when they collide.  If thrown 
  directly up they will arch in 5 segments and hit the ground 
  5 segments later, or during the masters next action. 
  Type Throw
  Throw Opponent SL Away in any direction, +12 
  Damage
  Level 7
  Cost 5
  Death From Above
  The death from above attack is very devastating 
  to an opponent. The attacker launches themselves 
  into the air and comes down on an opponent with a 
  devastating combo of attacks. Each masters death from 
  above is different combination of attacks, but they each 
  deliver a surprisingly fast and strong series of blows.
  Type Strike, Kick, or Throw
  +7 to Hit +12 Damage, 4 Attacks in one action
  Level 9
  Cost 8
  Fei Hong
  ayhem
  Fei Hong
  ayhem
  “Fighting is just another type of recipe”
  Many have held the long belief that cooking is 
  just another from of martial arts. The key to cooking is 
  the right mixture of ingredients mixed together at the right 
  time. Fighting is the same way, the receipt for defeating 
  an opponent is the right move at the right time. 
  Tools of the Trade
  A student of Fei Hong is taught to uses his 
  cooking utensils in many ways including as weapons. 
  Knives, Spoons, Pans, and chopsticks as well, can all 
  be used a weapons in combat. If the Item doesnʼt have a 
  damage value roll 1d6 for every 10 points of DAN.
  Type Bonus
  Cooking Utensils as Weapons
  Level 1
  Cost None
  Spices and Seasoning
  The Fei Hong technique teaches a student to 
  focus their energy to improve their abilities in combat. This 
  energy can be use to increase speed, coordination, and 
  strength as needed during combat.  For every combat 
  point spent a physical stat can be raised by one, for one 
  combat turn. Maximum 5 points per stat, and a stat cannot 
  be risen above 15.
  Type Bonus
  Focus CPʼs Into Physical Stats 1 Point raise Stat 
  1
  Level 1
  Cost CP Spent
  Steamed Rice
  In cooking if your base ingredients are not cooked 
  right, then no matter how well you spice it up it will still 
  not taste right. Fei Hong style teaches the same about 
  fi ghting. If your basic moves are not perfected then the 
  advanced move will suffer as well. The fi rst rule is always 
  be able to hit your opponent.
  Type Strike, Kick, or Throw
  +7 to hit
  Level 3
  Cost 1
  Stewed Beef
  Another basic combat belief is if you can always 
  be able to avoid damage. Like in cooking if you ruin the 
  main course why bother with all the fi xings.
  Type Dodge
  +9 to Dodge
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Boiled Noodles
  If you let a basic ingredient such as noodles cook 
  for to long or short then they are ruined. If you are not fast 
  enough to match your opponents moves then the battle is 
  lost.
  Type Bonus
  +8 Initiative
  Level 3
  Cost 1
  Stuffed Peppers
  Some dishes seem to be very complicated and 
  hard to cook, but in reality it is only a simple blend cooked 
  just right. Some attacks are the same way. A complex 
  attack is just a few  simple moves added together. Stuffed 
  Peppers is a simple kick with a lot of added power.
  Type Kick
  x2 Damage
  Level 5
  Cost 3
  Chicken Soup
  Not all of the Fei Hong style  is dedicated to 
  damaging an opponent, just as cooking is not only for the 
  delight of the taste buds. A pupil learns to heal as well as 
  to do damage. By tapping pressure points on the body the 
  technique allows the body to accelerate itʼs own healing 
  abilities. Skill level in d6 hit points back, if chicken soup is 
  used more than once an hour the heal may instead cause 
  damage. Roll a strength check 1/2ed for each attempt 
  after the fi rst, if the stat check fails the healing becomes 
  damage.
  Type Bonus
  SLd6 Hit points back 
  Level 5
  Cost 3
  Stir Fry
  Like the dish this attack is named after, it is a little 
  of everything thrown together for variety. The stir-fry is a 
  fast, accurate, and very powerful attack.
  Type Strike or Kick
  +8 to Hit, +16 Damage
  Level 5
  Cost 3
  Sweat and Sour
  Fei Hong style teaches a disciple how to 
  shatter even the mightiest stones. The technique sends 
  shockwaves through and object fi nding its weak points 
  and breaking them down. The attack does not harm living 
  fl esh, but non-living material will receive 200 points of 
  damage, enough to break piece off even a mountain. It 
  works on armor as well.
  Type Bonus
  200 Points To DAN only
  Level 7
  Cost 5
  Szechwan
  In cooking some spice is added for fl avor. 
  Sometimes time spice is used to overpower the food. 
  The same can be said in fi ghting, you can add power to 
  strength attacks. Or just totally over power your opponent.
  Type Strike, Kick, or Throw
  x2 Damage
  Level 7
  Cost 5
  10 Pepper
  When it comes to spice nothing is more powerful 
  than 10 pepper. If you want people to feel it you use 10 
  pepper. This attack is a massive attack incredible accurate 
  and delivers allot of damage
  Type Strike or Kick
  +7 to Hit, x4 Damage
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Fox Method
  “If you can out think your opponent, you can 
  always win.”
  This form of martial arts stresses the use of the 
  mind. To know your surroundings, to study your opponent, 
  to think of ways to use your surrounding to best your foe. 
  The Fox Method is very unorthodox style, masters uses 
  anything they are carrying at the time, anything on their 
  opponent they can, anything in their environment they 
  can, as an advantage. 
  One of the keys of Fox Method is to keep your 
  foes guessing, it is hard to attack or defend when you are 
  unsure what your attacker is going to do next. A master of 
  Fox Method will pass up obvious openings, easy strikes, 
  sometimes even retreating from their attacker, all to give 
  the sense of weakness. Once an opponent becomes over 
  confi dent, they may leave themselves open to an attack 
  they donʼt think their foe is capable of. 
  Anything Is A Weapon
  The Fox Method teaches its disciples to use 
  anything available as a weapon. This includes  branches, 
  sticks, benches, pot and pans, items of clothing, etc... If 
  the student can lift and move the Item freely they can use 
  it as a weapon. If the Item doesnʼt have a damage value 
  roll 1d6 for every 10 points of DAN.
  Type Bonus
  Use common Items as Weapons at Skill level Add 
  Strength Bonus, and Skill Level to Damage
  Level 1
  Cost None
  Object Shield 
  Objects can also be used as armor to protect a 
  student of Fox Method from damage. Small object can be 
  quickly moved about the body to protect the student, the 
  object has to be able to be hand held, no larger then the 
  characters fore arm. As long as the to hit roll is not 10 over 
  the Fox Method defense roll the objects DAN absorbs the 
  blow before the characters DAN. However these objects 
  tend not to stand up to too much punishment. If the object 
  is half large then the characters forearm, and up to half 
  the size of the character size, then it can be use if the to 
  hit roll is up to 5 over the defense roll. Objects larger then 
  the character can only be used if they are maneuverable 
  enough. 
  Type Block
  Use object DAN as armor
  Level 1
  Cost None
  Projectile Kick
  Students of the Fox Method learn the technique 
  to turn a simple object laying around into a dangerous 
  projectile. The kick delivers enough force into the object to 
  send it fl ying at an opponent. The objects most be small 
  no bigger then a chair or small table. Damage is SL+STR 
  Bonus+DAN of Object+1d10. Distance is Coord+SL+1d10 
  - DAN of Object 
  Type Kick
  Kick Small Objects
  Level 3
  Cost 1
  Feint
  One of the fi rst technique learned by students 
  of the Fox Method is the Feint, the ability to make an 
  opponent block an attack that is not coming and then hit 
  them in the hole created by the feint. This is a favorite 
  of the Fox Method the attack will stop moments from 
  connecting, then a quick smile at the surprised foe and 
  the real attack hits. 
  Type Strike, Kick, or Throw
  +7 to Hit
       
  Level 3
       
  Cost 1
  Coax
  This technique makes the user think you have 
  left a hole in your defense. They will then try and take 
  the advantage and make a move on the opening. Yet 
  the attack misses and the opponent fi nds a counterstrike 
  coming in. This is an easy way of getting a foe to attack 
  you the way you want, and land a return strike.
  Type Strike, Kick, or Throw
  +6 to Dodge +8 to Damage
  Level 3
  Cost 1
  Eye Poke
  The Fox Method teaches the student to deliver 
  an eye poke to the opponent when they arenʼt expecting 
  an attack. If the disciple hits the victim must make a 
  notice roll to stay aware of the masters position. Take 
  Coord+SL+5 this is the number the notice roll has to beat. 
  If they miss they lose track of the masters position.
  Type Strike
  Hit causes victim to make Notice checks at -5 to 
  keep track of opponent
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Counter Strike
  One of the more unorthodox moves in the Fox 
  Method is the counter strike. The disciple steps into an 
  opponents attack and takes the blow. At the same time 
  strikes back with a quick and powerful blow. The character 
  sacrifi ces their next action to deliver an attack at the same 
  time as their opponent.
  Type Block then Strike, Kick, or Throw
  Takes the Hit but delivers a powerful Counter 
  blow, +12 DAN +12 Damage
  Level 5
  Cost 3
  5 Point Kick
  A continuous kick designed to deliver one blow 
  after the other to an opponent. These kicks are done as 
  one fl uid motion. Most opponents do not expect such a 
  rapid series of blow without a combatant returning to a 
  primary stance.
  Type Kick
  x2 Damage, 1/2 stat check to remain standing
  Level 5
  Cost 3
  The Bitch Slap
  A rapid hand slap to an opponents face, it is very 
  quick and hard to dodge. Although it does not deliver allot 
  of damage it does often takes an opponent off guard. 
  Anyone struck must make a cool check at half stat or lose 
  next action.
  Type Strike
  +7 to Hit, 1/2 cool check or loose next action.
  Level 5
  Cost 3
  Reverse Kick
  This is a specialty designed attack to look like it 
  missed. Either a powerful strike or a fl ying kick. When it 
  is easily dodged and the opponent think the user is off 
  balance, the reverse kick is delivered. The kick is not 
  expected, and very diffi cult to dodge.
  Type Kick
  +8 to Hit +22 Damage
       
  Level 7
       
  Cost 5
  Hand Spring Double Kick
  A master of the Fox Method can use the 
  handspring double kick a number of different ways. The 
  fi rst is against one opponent dropping down to his hands 
  and springing up both feet at his opponent. The second is 
  to divide the attack between two attacking opponents. The 
  third is to add a spring and hit anyone standing 1 away. 
  The damage is divided equally between all opponents
  Type Kick
  x3 Damage, Divide equally to all that are hit 
  Level 7
  Cost 5
  Wave Motion Block
  The Fox Method has perfected one of the most 
  powerful blocks in the martial arts. When hit the master of 
  the Fox Method can start to move with the energy of the 
  blow guiding it through out the body then releasing it with 
  minimum damage if any.
  Type Block
  SL+Coord+1d10x3 Points of Damage are ignored. 
  The rest of the Damage is taken normally.
  Level 7
  Cost 5
  Now Youʼve Done it
  The most powerful technique in the Fox Method 
  is named, the now youʼve done it. Not exactly an attack 
  it is a state of mind where the master cancels all pain 
  reception. For one full turn they can take anything thrown 
  at them like it was nothing. A master using this technique 
  does not have to bother blocking incoming attacks.
  Type Block
  Ignore all damage for one turn
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Hayai Ken
  “Speed is Everything”
  During the early development of martial arts Hayai 
  Ken was molded under the belief that if your fast enough 
  you can beat any opponent. Speed is the center point of 
  Hayai Ken, in either fi rst strike ability or quick dodging. 
  Disciples of Hayai Ken are taught that their action most 
  be refl exes. They donʼt have time to think about what they 
  are going to do, it most just happen. It takes a disciple 
  of Hayai Ken much practice to learn all of the attacks as 
  a refl ex, even afterwards they must keep a high level of 
  training to stay in top form.
  Initiative Bonus
  Hayai Ken teaches student quick refl exes and 
  trained responsive. A disciple should always be ready, 
  and one step ahead of whomever they are fi ghting. 
  Ready to attack before their opponent can react, ready 
  to counterstrike even before their foe is fi nished with their 
  attack. A character with Hayai Ken can add their skill level 
  to Initiative rolls at no extra cost. 
       
  Type Bonus
  + 1/2 Hayai Ken to Initiative
       
  Level 1
       
  Cost None
  Power Sprint
  Speed is important, not just reaction time, but the 
  speed of the body, running sprinting, but they must not tire 
  too quickly. A disciple of Hayai Ken is taught to do a long 
  sprint at top speed, this teaches a student stamina and 
  constant speed. A Student of Hayai Ken can sprint at top 
  speed 1 turn per Skill point. So a Master with a skill of 10 
  can run maximum movement for 10 straight turns. 
  Type Movement
  SL in turn Sprint
       
  Level 1
       
  Cost None
  Combat Teleport
  Hayai Ken teaches quick burst of speed allowing 
  a master to move almost instantly between two locations, 
  it almost appears as if they just appeared there. These 
  quick burst of speed can be used to move out of the way 
  of an incoming attack, or to out fl ank an opponent. A 
  character with Hayai Ken can combat teleport Skill Level+ 
  Speed+1d10 for movement.
  Type Movement
  SL+Speed+1d10 movement.
       
  Level 3
       
  Cost 1
  Rapid Dodge
  A good  stance and rapid foot movement is one of 
  the many keys to Hayai Ken. The quick steps side to side 
  allow the student of Hayai Ken to avoid incoming attacks. 
  Once rapid dodge is started all incoming attacks can 
  be dodges. However when using rapid dodge a person 
  can not do any attacks, they are concentrating fully on 
  dodging. +5 to dodge All attacks, no negatives for dodging 
  more attacks then your actions. Character can not do any 
  attacks for that full turn. 
  Type Dodge
       
  +5 to dodge, no negatives to more dodges then 
  actions, can not attack for the rest of the turn
       
  Level 3
       
  Cost 1
  Snap Shot
  One key of many marital arts styles is to pay 
  attention to you opponents moves and counter them. 
  But it is hard to counter what you do not know is coming. 
  Hayai Ken teaches students quick jabs and kicks to hit 
  an opponent before they can react. These attacks give 
  no warning and move at blinding speed, giving them the 
  added bonus of surprise. The snap shot attack receives a 
  +7 to hit, do to the blinding speed of Hayai Ken. 
  Type Strike or Kick     
  +7 to hit
       
  Level 3
       
  Cost 1  
  Rushing Attack
  Speed is the essence, moving before your 
  opponent has a chance to react to your attacks. Rushing 
  attack is a quick grab and throw, the student rushes in and 
  weaves through an opponents defenses grabs them and 
  slams them quickly to the ground before they can react. 
  Type Throw
  +3d6 Damage to throw
  Level 3
  Cost 1
  Blitz
  The Blitz is a technique that allows the user to 
  do two attacks in the time it take a person to do one. Blitz 
  allows a Master of Hayai Ken to deliver more attacks in 
  a short amount of time. The blitz delivers two attacks for 
  every one action at no negatives, this is do to the blinding 
  speed of the attack. 
  Type Strike, Kick, Throw
  2 attacks in one action (no negatives)
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Bullseye
  Speed can also be the key to landing a blow right 
  where it is needed. The speed of Hayai Ken allows a 
  student to make an accurate strike at a specifi c location of 
  an opponent. 
  Type Strike, Kick, and Throw
  +8 to Hit can name a location
  Level 5
  Cost 3
  Double Image
  The double image dodge is a rapid movement to 
  the side. So fast the master leaves an after image where 
  they where standing, that the opponent will attack. Even 
  experienced fi ghters fall for the double image.
  Type Dodge
  +12 to Dodge
  Level 5
  Cost 3
  No Shadow Kick
  Hayai Ken teaches that speed is the secret to 
  winning. The kick without shadow is just that, so fast it 
  does not leave a shadow. Fast enough so it cannot be 
  blocked, powerful enough to devastate an opponent. 
  Type Kick
  +5 to Hit x2 Damage
  Level 7
  Cost 5
  Follow Through
  If a fi rst attack is blocked, dodged, or avoided 
  in some manner, a disciple of Hayai Ken can decided 
  to do an immediate counterattack. This counterattack is 
  delivered immediately after the fi rst one is avoided, and 
  uses the full speed of Hayai Ken. A character can decided 
  once an attack has missed, or does no hit points of 
  damage, to do a Follow Through.
  Type Kick Strike or Throw
  +5 to hit +8 to damage 
  Level 7
  Cost 5
  Sempu Ken
  Hayai Ken teaches a power technique known 
  as sempu ken or Hurricane attack.  Sempu ken is 
  the ultimate burst of speed allowing the user to hit an 
  opponent a number of times in the time it normally takes 
  to attack once. 
  Type Strike or Kick
       
  X5 Damage 
       
  Level 9
       
  Cost 8
  Shoot Style
  “Iʼm going to take you down and put you in a 
  world of hurt”
  Many martial artists believe that being up close 
  and personal combat is the only way to go. If you wrap 
  your opponent up in a hold, or make them pass out, you 
  will win every time. Shoot Style is used a great deal for 
  full contact ring combat, often referred to as the squared 
  circle. The style is geared for one on one combat, but 
  it still is very effect in a group situation. Many holds are 
  used in the shoot style, once an opponent is in a hold it is 
  almost impossible to break out of. 
  Taking Bumps
  A shoot fi ghter has to learn to take bumps, take a 
  hit, as they move in to grapple their target. Since the style 
  emphasizes getting in close a student needs to be able to 
  take a hit or two. Add shoot style skill level to DAN, it does 
  not increase hit points.
  Type Bonus
  +SL DAN
  Level 1
  Cost None
  Arm Bar
  This famous maneuver is meant to gain control 
  over an opponent. The student of the shoot style grabs 
  an opponentʼs arm after an attack and bends it to apply 
  pressure on the joints. Roll dodge as normal, if the shoot 
  fi ghter wins they can apply an arm bar against their 
  opponent.
  Type Block
  2d6+SL+1d10 Damage
  Level 1
  Cost None
  The Sickle
  This stiff arm attack is a powerful clothesline, 
  sending many opponent crashing to the ground hard and 
  fast. The Sickle in often used to gain control of the fi ght.
  Type Strike
  +8 Damage, opponent is knocked over
  Level 3 
  Cost 1
  Rush
  When a burst of speed is needed the shoot fi ghter 
  uses the rush. This technique allows the student to get a 
  jump on many opponents, allowing them to get inside their 
  defense and use their grappling moves.
  Type Bonus
  +8 Initiative
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Heel Drop
  This move can really catch an opponent off guard. 
  The shoot fi ghter can get their foot up to an opponentʼs 
  chin at lighting speed. This move often sends an opponent 
  crashing to the ground, thus its name the heel drop.
  Type Kick
  +8 to hit, Head shot
  Level 3
  Cost 1
  Bull Dog 
  The key to the bull dog is to get a hold of your 
  opponents head or upper body, then leap forward and 
  trust your opponent into the ground. 
  Type Throw
  +3d6 Damage to throw
  Level 3
  Cost 1
  Spear
  A powerful charge, a shoot fi ghter puts all their 
  strength into this attack hitting with full force. The spear 
  sends an opponent fl ying back from the force of the 
  attack. A shoot fi ghter can choose to let the victim out of 
  the spear and send them fl ying. Or follow them all the way 
  through the Spear adding an extra hit on the end. 
  Type Throw
  +5 to Hit +12 Damage, +3d6 Follow Through
  Level 5
  Cost 3
  Suplex
  One of the most useful skills in the shoot style, 
  the suplex allows the fi ghter to grab their opponent around 
  their torso, then fl ip them around and slam them on their 
  back, or if the opponent is unlucky on their head, hard. 
  Type Throw
  +24 Damage
  Level 5
  Cost 3
  DDT
  A powerful move the DDT, also known as a 
  stunner, is executed when the shoot fi ghter grabs his 
  opponents head and slams it to the ground with great 
  force. Many different styles of the DDT exist; some have 
  the fi ghter twist the head before the drop. Others have the 
  head hit the fi ghter shoulder, causing the victim to fl y back 
  from the impact. But in the end they are all pretty much 
  the same move.
  Type Throw
  x2 Damage
  Level 5
  Cost 3
  Sharp Shooter
  The sharp shooter is a powerful hold. The 
  ayhem
  The sharp shooter is a powerful hold. The 
  ayhem
  opponent is thrown to the ground and the fi ghter grabs the 
  victimʼs legs and starts to apply pressure to the spine. The 
  move can be held for along time forcing the victim to pass 
  out from pain.
  Type Throw
  +7 to hit, Punch Damage x2 every round
  Level 7
  Cost 5
  Sleeper Hold
  This powerful hold does not cause direct damage 
  to the body; it does cut off oxygen, having the victim pass 
  out. Victims have to make an Body Type check every turn, 
  if they fail they pass out. The roll is halved every turn. As 
  long as the victim is up they can try and break the hold.
  Type Throw
  Body Type Check, 1/2 every turn
  Level 7
  Cost 5
  Body Slam
  The shoot fi ghters whole body is a weapon, and 
  there is nothing better then using all of the weapon at 
  once. The powerful body slam delivers all the power, and 
  all the weight, on to an opponent.
  Type Throw
  +7 to Hit +20 Damage
  Level 7
  Cost 5
  Power Bomb
  This devastating move is delivered by grabbing 
  an opponent and raising them above the fi ghters head, 
  fl ipping them upside down, and then send them on too 
  their head with as much force as possible. 
  Type Throw
  x4 Damage 1/2 DAN
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Silent Cujo
  “Please move away from me, Iʼm going to enter 
  combat”
  Silent Cujo teaches the user to unleashed the 
  power of their rage. A very powerful technique a master 
  can amplify their power and abilities fueled by their rage. 
  They can take more damage then a normal person and 
  keep fi ghting after blows that would kill a normal man. 
  Some say the technique allows the body to release 
  adrenaline on command allowing the person to survive 
  in battle longer then most. Other believes that Silent 
  Cujo taps a persons Ki releasing it through out the body 
  allowing the user to tap the full potential of the body. The 
  downside being the state of mind the user is in while 
  fi ghting.
  While using Silent Cujo it is hard to tell friend 
  from foe, and the disciple during the battle may attack a 
  friend by mistake. To counter this a master of Silent Cujo 
  prefers to fi ght alone. When entering combat they will pick 
  one opponent to fi ght. If that person falls they will attack 
  the next nearest to them. If it is a friendly they can make 
  a cool check to resist -1 for every turn of combat that has 
  gone by. When combat is over and no targets are in range 
  the character can make a cool check to regain control, +1 
  for every turn after combat has ended.
  Enraged Strength
  When a disciple of Silent Cujo lets loss with their 
  rage their very strength is amplifi ed. This makes each 
  blow they land very powerful and deadly. Double Skill 
  level to damage with each strike.
  Type Bonus
  2xSL to Damage
  Level 1
  Cost None
  Increased Toughness
   In battle a discipleʼs rage is so great they can 
  ignore injuries that would effect a normal fi ghter. When 
  fi ghting a character using Silent Cujo can add their skill 
  level to DAN (this does not raise hit points).
  Type Bonus
   +SL to DAN
  Level 1
  Cost None
  Increased Tolerance
  Do to the state of mind a disciple is in during 
  combat they do not have to make normal stat checks 
  during combat. They can raise the stat check by 1. A 
  normal stat check is double, a 1/2 check is normal, a 1/3 
  stat check is only halved, etc...
  Type Bonus
  Improved Stat check
  Level 1
  Cost None
  Mega Strike
  Silent Cujo teaches a powerful mega strike to 
  deliver a devastating blow to an opponent. This strike can 
  be delivered with great accuracy even in the rage of Silent 
  Cujo.
  Type Strike
  +12 Damage
  Level 3
  Cost 1
  Stand Ground
  With rage stirring inside a pupil they are able 
  to ignore the effects of a knockback. After taking a hit a 
  student of the Silent Cujo can stop Skill Level + Strength + 
  1d10 points of knockback.
  Type Block
  SL+Str+1d10 of knockback
  Level 3
  Cost 1
  Fury Blast
  A disciple of Silent Cujo is taught to project their 
  rage. This projection comes in the from of a powerful raw 
  energy blast. The blast forms a cone outward from the 
  user in powerful waves of destruction. The blast reaches 
  out Skill Level in range, Skill Level +Coordination+ 1d10 
  to Hit, and Skill Level +Strength + 1d10x2 Damage.
  Type Blast
  SL+Coord+1d10 to Hit, SL+Str+1d10x2 damage
  Level 5
  Cost 3
  Tremor Slam
  A powerful blow directed at the ground, the force 
  of the hit sets the terrain trembling knocking over an 
  opponent. Range is either 1/2 Skill Level radius or Skill 
  level in a 45º-degree arc. Normal coordination check to 
  remain standing. This attack also sends up an enormous 
  amount of smoke and derby.
  Type Blast
  Knockdown Opponents, Throw Damage
  Level 5
  Cost 3
  No Pain No Gain
  As a pupilʼs rage increases so does the ability to 
  ignore pain as well. The Silent Cujo teaches its students 
  to forget about pain and keep on fi ghting. A master can 
  divide damage of an incoming attack in half.
  Type Block
  1/2 Damage
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Killing Blow
  The Killing blow is a very powerful strike taught 
  to be delivered fast and deadly to an opponent the force 
  of the blow can knock a man through a wall. This attack 
  summons all the rage and strength in a powerful blow.
  Type Strike
  x3 Damage
  Level 7
  Cost 5
  Massive Retaliation
  The master of the Silent Cujo can channel his 
  rage into their speed making them incredible fast. When 
  a massive retaliation is invoked the great difference in 
  speed catches many opponents off guard giving the 
  master a chance to fi nish them off.
  Type Bonus
  +15 to initiative
  Level 7
  Cost 5
  the Rage
  A  master of Silent Cujo is taught to tap their full 
  rage. The rage cannot be initiated until a character has 
  lost half their hit points, once initiated the character gains 
  SL+Str+1d10 x2 hit points back. All damage received is 
  halved before subtracting DAN. All attacks receive an 
  additional x2 damage, and strength is raised to 15. The 
  Rage lasts 1/2 Skill Level turns. 
  Type Strike, Kick, or Throw
  4 Attacks in one action  x2 Damage
  Level 9
  Cost 8
  Taoling
  ayhem
  Taoling
  ayhem
  “The Mind, Body, and Spirit must all be one.”
  One of the more powerful combination of spirit 
  and martial arts, the student is taught to summon the 
  power of nature around them to help in combat. Originally 
  designed by a sect of demon hunters to counter the 
  powerful magicʼs these beings seemed to posses in our 
  world. There are many legends of these powerful warriors 
  and the feats they where able to accomplish. Many 
  Taoling master also learn magic to help in their cause. 
  This combination made them a very powerful threat. The 
  magic became intertwined with the use the martial art, 
  sometimes making it appear that they were one style.
  Metaphysical Resistance
  A student learns to protect themselves from the 
  powerful forces of Ki, Magic, and Psi. Students of Taoling 
  receive their current skill level to their DAN when hit by 
  a metaphysical attack. Or they receive their skill level 
  plus appropriate stat to resist against the effects of a 
  metaphysical ability.
  Type Bonus
  SL+DAN against Metaphysical Attacks, SL to 
  resistance.
  Level 1
  Cost None
  Weapon of Choice
  A Taoling pupils learns to use a weapon as well 
  as open hand combat. This weapon whether it is a sword, 
  club, staff, bow or other the weapon can be used with the 
  marital arts. Choose one weapon, which the martial artist 
  has trained with and has incorporated into their style of 
  fi ght. This weapon can be used at Taoling Skill level.
  Type Bonus
  1 Weapon at MA SL
  Level 1
  Cost None
  Swiftness of the Wind
  The ability to dodge blows of a more powerful 
  enemy is taught to the youngest students of Taoling. +9 to 
  dodge opponents attacks. 
  Type Dodge
  +9 Dodge
  Level 3
  Cost 1
  Ride the Wind
  The ability to take long leaps, giving a apprentice 
  a great advantage on the battlefi eld. Pupils of Taoling are 
  able to leap Skill Level in any direction including straight 
  up.
  Type Movement
  SL leap
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Magic Tag
  The magic tag is used to improve an apprentices 
  chance to hit a opponent or target. The spell attracts the 
  attacks of Taoling allowing a +5 to all attacks from the 
  caster.
  Type Bonus
  +5 to Hit for 1/2 SL turns
  Level 3
  Cost 1
  True Strike
  It is sometimes very important to take out a 
  weapon or strike a weak point in an armor. The true strike 
  allows a hit to be called to a single location.  
  Type Strike or Throw
  +4 to Hit, A Hit can be called to a location
  Level 3
  Cost 1
  Shield
  Defense is sometime more important than 
  offense, if you canʼt survive an attack your chance of 
  defeating any opponent is slim. The shield can protect 
  a student of Taoling from physical damage of a powerful 
  enemy attack. Skill Level + Strength + 1d10 x2 points of 
  DAN Shield. The spell will last for 1/2 skill level turns or 
  until it reaches 0. 
  Type Block
  SL+Str+1d10 x2 DAN Shield, 1/2 SL Actions
  Level 5
  Cost 3
  Jump Kick
  Putting a lot of force behind a blow increases the 
  chance of causing damage to a more powerful enemy. 
  The Jump kick is taught to be quick and accurate.
  Type Kick
  +5 to Hit +12 Damage
  Level 5
  Cost 3
  Gust of Wind
  Although Taoling is not based upon speed, 
  students do understand that getting the jump on an 
  opponent can mean the difference between winning and 
  losing a fi ght.
  Type Bonus
  +12 Initiative
  Level 5
  Cost 3
  Crushing Hand
  A powerful fi eld is created around the enemy and 
  is then collapsed. The damage infl icted on the enemy is 
  great. The opponent must be in Skill Level Range. Skill 
  Level + Coordination +5 to hit. The victims are engulfed 
  by crushing hand for SL/4 rounds. The collapsing fi eld will 
  cause Skill + Strength + 1d10 x3 damage to opponent.
  Type Blast
  SL+Coord+5+1d10 to Hit, SL+Magic+1d10x3 
  Damage.
  Level 7
  Cost 5
  Skin of Stone
  Since many Taoling masters face opponents 
  much more powerful than themselves they came up 
  with powerful defensive techniques. The Skin of Stone 
  increase then amount of damage a master was able to 
  take in battle. The master can raise their DAN by 40, for 
  1/2 skill level turns, allowing them to last longer.
  Type Block
  +40 DAN
  Level 7
  Cost 5
  Storm of the Spirit
  The most powerful Technique of the Taoling is the 
  storm of the spirit. A rapid succession of blows designed 
  to deliver a large amount of damage in a single attack.
  Type Strike or Kick
  4 Attacks x2 Damage
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Tiger Spirit
  “Read your opponent, counter their moves, land 
  your blow.”
  Tiger Spirit teaches the art of reading your 
  opponents move, then being prepare to counter, and 
  deliver an attack before they can recover. Throws are a 
  major philosophy in Tiger Spirit, much of the technique 
  centers around powerful throws, delivering blows after 
  a throw, or pinning an opponent. A master using Tiger 
  Spirit will start most attacks by blocking and leading the 
  opponent into their counterattack before they can react.
   Auto Throw
  When defending against another martial arts 
  attack, a master of Tiger Spirit can block and throw
  their opponent as a single action. Instead of a normal 
  dodge a character with Tiger Spirit can chose to throw 
  their opponent. If the characters total is higher then the 
  attacker. The attacker is thrown and takes throw damage.
  Type Throw
  Throw opponent if character wins martial arts roll
       
  Level 1
       
  Cost None
  Roll With the Attack
  When concentrating on combat the user of Tiger 
  Spirit can read attacks of their opponents, letting them 
  know what attack is coming. A master of Tiger Spirit can 
  roll with an attack instead of dodge. They can add skill 
  level + Coordination +1d10 to their DAN.  But the attack 
  will hit.
  Type Block     
  SL+Coord+1d10 to DAN
       
  Level 1
       
  Cost None
  Directed Throw
  A student of Tiger Spirit can control the throw 
  enough to aim the opponent. This is done to throw an 
  opponent where the master wants. This can be done to 
  throw a person into a wall, on to something on the ground, 
  or through a doorway or window. 
  Type Throw
       
  Aimed throw
       
  Level 3
       
  Cost 1 
  Power Throw
  One of the more versatile throws in Tiger Spirit, 
  this attack slams an opponent to the ground causing great 
  shock to the body. Power throw is a very effective throw 
  causing enough damage to immobilize a normal man. 
  Type Throw  
     
  +3d6 Damage throw
       
  Level 3 
       
  Cost 1
  Tiger Leap
  Although the philosophy of Tiger Spirit is very 
  defensive, it is believed that it is important to sometimes 
  be able to act before your opponent. Using tiger leap a 
  student can gain the advantage to get the upper hand on 
  a foe, add +8 to an initiative roll.
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Tiger Block
  Tiger Spirit teaches a powerful block, which 
  allows a disciple to counter even the most powerful
  blow.  When concentrating a master of Tiger Spirit can 
  reduce the strength of an attack by half before subtracting 
  DAN.
  Type Block 
  1/2 Damage
       
  Level 5
       
  Cost 3
  Slide Kick
  A deadly kick and sweep combined into one 
  attack. the users does a powerful thrust forward with both 
  legs, entangling an opponents legs with their own then 
  snapping their legs with great force. The victim will take 
  x2 Damage and fall to the ground losing their next action. 
  However the user will also be on the ground.
  Type Kick
  x2 Damage and knockover
  Level 5
       
  Cost 3
  Reversal
  If a master of Tiger Spirit is about to be thrown 
  they have a chance to reverse the throw. This is done 
  through the knowledge of the art of throwing, and knowing 
  at what point the thrower is at their weakest and most 
  unbalanced. If caught in a throw, a pupil can make 
  another Martial arts attack roll vs. the opponents. If they 
  win the throw is reversed. 
  Type Block
  Martial arts roll off, if won throw is reversed
       
  Level 5     
       
  Cost 3
  Arm Grasp
  Instead of blocking or defl ecting an attack a 
  disciple of the Tiger Spirit can grab an opponents arm 
  and pin it behind an opponent immobilizing that arm. +8 
  to Dodge and pin an opponents arm they must break the 
  hold before they can dodge again. Can only be used to 
  defend against a punch.
  Type Block
  +8 to Dodge, Pin arm, +10 to throw next action
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Tiger Crush
  Tiger Spirit allows a powerful blow to be delivered 
  after a throw. The opponent most be thrown at the feet of 
  the disciple, they can then land a heavy blow before the 
  opponent has time to react. This blow is delivered right to 
  the weak area of an opponent with deadly accuracy. 
  Type Strike or Kick
  +5 to hit x2 damage 
       
  Level 7
       
  Cost 5
  Double Suplex
  The master of the Tiger Spirit can grab an 
  opponent around the waste, fl ip them, and drop them on 
  their head, then pin the opponent on the ground. Every 
  action the opponent remains pinned they receive punch 
  damage automatically.
  Type Throw
  +7 to hit, +12 Damage Throw, Pin opponent on 
  ground
  Level 7
  Cost 5
  Power Closeline
  The master of Tiger Spirit can catch an opponent 
  in a closeline attack, drag them across the battlefi eld, 
  and fi nish the attack off with a devastating blast of raw 
  energy, sending the opponent fl ying straight up. +7 to hit 
  opponent, x2 throw damage, drag opponent Skill Level 
  in a straight line (If they hit an object treat as knockback), 
  then Strength +Skill Level+1d10x2 damage, knockback is 
  treated as straight up.
  Type Throw
  +7 to Hit, x2 Damage, Energy attack 
  (SL+Str+1d10)x2 Damage
  Level 9
  Cost 8
  Tai Chi
  “Nature is the Origin of Everything”
  Everything in nature is a force, that force can be 
  amplifi ed, modifi ed, and used. This is the teachings of 
  Tai Chi. The many moves of Tai Chi help the forces pass 
  through the body freely. The forces can also be used by 
  a disciple in many ways. Tai Chi is also known as passive 
  martial arts, itʼs many moves uses an attackers own force 
  against them.
  Ocean Breeze
  Tai Chi teaches the disciple that everything is a 
  force, that force obeys rules. Know those rules and you 
  can control that force. Knowing the rules of how your 
  opponent most make an attack gives the student of Tai 
  Chi away to dodge. A student of Tai Chi can add 1/2 their 
  skill level to a dodge roll.
  Type Bonus
  +1/2 SL to Dodge
  Level 1
  Cost None
  Ripples in the Water
  When an opponent attacks the force they are 
  using can be manipulated. A disciple of Tai Chi learns to 
  bleed of some the attacking force, lessening the damage 
  of an attack. Add skill level to DAN, this represents the 
  force dispersed from an attack. This technique does not 
  increase hit points, only DAN during combat. 
  Type Bonus
  SL to DAN
  Level 1
  Cost None
  Northern Gust
  Tai Chi teaches a student quick steps side to side 
  allowing the martial artist to avoid all incoming attacks. 
  However when using this dodge a pupil cannot do any 
  attacks, they are concentrating fully on dodging. +5 to 
  dodge All attacks, no negatives for dodging more attacks 
  then your actions.
  Type Dodge
       
  +5 to dodge, no negatives to more dodges then 
  actions, cannot attack for the rest of the turn
       
  Level 3
       
  Cost 1
  Bending Reed
  A student of Tai chi learns to grab an opponents 
  limbs and bend them the wrong way causing great pain at 
  the same time. +2d6 Damage plus the victim most make 
  a break roll or the will receive throw damage +2d6 next 
  action.
  Type Throw
  Throw Damage +2d6, Limb is held unless 
  opponent makes a break roll
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Volcanic Eruption
  A disciple of Tai chi is taught to project their inner 
  energy. This projection comes in the from of a powerful 
  raw energy blast. The blast forms a cone outward from 
  the user in powerful waves of destruction.  The Range 
  is Strength + Skill Level. Students use Skill Level + 
  Coordination + 1d10 to hit, and Skill Level + Strength + 
  1d10 x 2 Damage.
  Type Blast
  SL+Coord+1d10 to Hit, SL+Str+1d10x2 damage
  Level 5
  Cost 3
  Mountain Fortitude
  The student of Tai Chi learns to focus their 
  energies to ward off the damage of incoming attack. 
  Mountain Fortitude allows the user to gain +18 DAN for 
  one turn.
  Type Block
  +18 DAN
  Level 5
  Cost 3
  Cyclone Force
  When needed the pupil can channel their energy 
  into a burst of speed, allowing them to perform two 
  attacks in one action. The actions can be any combination 
  the student wishes, kicks, punches, or throws. 
  Type Bonus
  2 Attacks in one Action
  Level 5
  Cost 3
  Roots of the Earth
  The master of Tai Chi learns to increase their 
  strength by manipulating the forces around them and 
  channeling it. This technique raises a master strength 
  by 5 points for 1/4 skill level rounds. Strength cannot be 
  raised above 15 
  Type Bonus
  Increase Strength by 5
  Level 7
  Cost 5
  Winds of the Storm
  The forces can also be used to increase the 
  speed of a master of Tai Chi. A master can increase their 
  speed stat up by 5 for 1/4 SL in turns. Speed cannot be 
  raised above 15.
  Type Bonus
  Increase Speed by 5
  Level 7
  Cost 5
  Swiftness of the Horseayhem
  Swiftness of the Horseayhem
  With the right technique, a master can increase 
  their coordination by manipulating the fl ow of forces 
  around them. A master of Tai Chi can raise their 
  coordination stat by 5 for 1/4 skill level turns. Coordination 
  cannot be raised about 15.
  Type Bonus
  Increase Coordination by 5
  Level 7
  Cost 5
  Power of Nature
  The power of nature is Tai chiʼs most powerful 
  technique. The master channels all their energy into one 
  massive attack. Used only as a last resort the power of 
  nature can deliver incredible amount of damage straight to 
  an opponents hit points, bypassing DAN.
  Type Strike or Kick
  x3 Damage Straight to Hit Points ignore DAN
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  The Art of the Soul
  “I have studied the arts to learn to heal, do not 
  make me use my talents to harm you”
  As the study of the martial developed styles 
  started to learn to change the body through the use of 
  martial arts. It was from these studies that the Art of the 
  Soul began. The art was developed to heal ones body 
  and the bodies of others. The style teach the user about 
  pressure points on the human body, which are used to 
  strengthen or weaken the body. The art ventured into the 
  studied of herbal medicine.
  Pressure Fist
  The knowledge of pressure points on the body 
  gives a student of this style a great advantage in a 
  fi ght. However the damage caused by each point varies 
  depending on where it is hit and how much pressure is 
  applied. So the extra damage delivered is not always 
  constant.
  Type Bonus
  +2d6 Damage
  Level 1
  Cost None
  Steel Shell
  There are many points on the body that when 
  struck will increase a persons tolerance to pain. Used 
  mostly to help comfort a patient these areas can also help 
  a fi ghter ignore pain during a fi ght.
  Type Bonus
  + SL to DAN for SL rounds
  Level 3
  Cost 1
  Weaken Flesh
  Also taught to a student of the medical arts are 
  points on the body that decrease a personʼs ability to deal 
  with pain. Normally taught so a student could avoid these 
  points, a warrior can uses this knowledge to weaken an 
  opponent in a fi ght.
  Type Bonus
  Half Opponents DAN or SL Rounds
  Level 3
  Cost 1
  Improved Endurance
  The body can be given signals to deaden pain 
  or release adrenaline simply by hitting the right spot.  
  This knowledge can be used to help recover faster from 
  a powerful attack. All stat checked are up one, Instead 
  of a normal stat check it is double, Half stat checks are 
  normal, 1/3 Stat checks are 1/2, etc...
  Type Bonus
  Improved Stat Check
  Level 3
  Cost 1
  Healing Touch
  The body has the ability to heal itself, Inner 
  Essence teaches a disciple to accelerate the bodies 
  ability to heal itself. However the body has limits and 
  accelerating the bodies ability to heal to often can do 
  more damage then good. Receive 8d6 hit points back.  
  If Healing Touch is used more then once per day on the 
  same person make a stat check or the 8d6 healing points 
  become damage points. Half stat check for every extra 
  attempt.
  Type Bonus
  Receive 8d6 hit points back
  Level 5
  Cost 3
  Paralyzation Touch
  The body is full of pressure points each point 
  has a different effect on the body. A pupil of the Art of the 
  Soul learn to hit these points in combination for different 
  effects. The paralyzation touch can be used to immobilize 
  an opponents limb for 1/2 skill level actions.
  Type Strike
  Points on the body can be hit and paralyze limbs
  Knock out limb 
  Level 5
  Cost 3
  Collapsed Strength
  The bodies strength is tied into many pressure 
  points, hit these in the right order an opponent strength 
  can be halved. Reduce strength stat by 1/2 for 1/2 skill 
  level actions.
  Type Bonus
  1/2 opponent Strength Stat
  Level 7
  Cost 5
  Deceleration
  The speed of the a person can be greatly effected 
  by pressure points. The right combination of hits can 
  easily slow even the fastest man down.
  Type Bonus
  1/2 opponent Speed Stat
  Level 7
  Cost 5
  Imbalance
  The inner ear plays an important roll in 
  maintaining a sense of balance. A master of the Art of the 
  Soul can disable the inner ear throwing off an opponent 
  balance and coordination.
  Type Bonus
  1/2 opponent Coord Stat
  Level 7
  Cost 5
  
  Zen and the Art of Mayhem
  Repulse
  The most powerful technique in the Art of the 
  Soul, the repulse attack is a powerful counter. Using the 
  power of your own opponent against themselves. The 
  Repulse is able to take the force of the enemy attack and 
  return it.
  Type Block
  Absorb all the energy from an attack and return it 
  with the next attack, 1/3 SL in rounds energy can be held
  Level 9
  Cost 8
  Way of the Shadows
  ayhem
  Way of the Shadows
  ayhem
  “The one who escapes lives to fi ght another 
  day.”
  Also known as the art of stealth, the way of 
  shadow, is popular among thieves and assassins. The 
  style does not teach only ways to defeat opponents, 
  but ways to avoid combat. When faced with a superior 
  opponent, or when you are vastly out numbered, it is 
  sometimes more prudent to escape and live to fi ght 
  another day. Blending into the shadows, being able to 
  quickly scale walls and obstacles, tricking your opponents 
  senses, the way of the shadow teaches these escape 
  techniques and basic fi ghting moves. 
  Phantom Movement
  The Way of the Shadows teaches the art of 
  being able to carry ones momentum forward, allowing 
  them to scale walls, or move over obstacles very quickly. 
  Characters can move Skill Level over any terrain or 
  object per turn. They do not suffer any plenty do to 
  surface condition. However when they are done with their 
  movement allowance they may suffer the effects of the 
  terrain. If they end up on top of water they will fall in, on a 
  wall with nothing to grab a hold of they will fall off. 
  Type Movement
  SL to movement with no plenty
  Level 1
  Cost None
  Shifting Shadow
  A student is taught that being able to avoid 
  damage and escape is superior to dieing do to a wound. 
  The Way of the Shadows teaches the shifting shadow 
  which allows the student to dodge incoming attacks. 
  Quick movements, uses of the warriors surrounding, even 
  the uses of items of clothing to trick an enemies attacks. 
  The student can add half skill level to defense rolls. 
  Type Bonus
  +1/2 SL to Defense
  Level 1
  Cost None
  Shadow Teleport
  The Way of the Shadows teaches quick burst 
  of speed allowing a master to move almost instantly 
  between two locations, it almost appears as if they just 
  appeared there. These quick bursts of speed can be used 
  to move out of the way of any attack or to out fl ank an 
  opponent. A character can shadow teleport Skill Level+ 
  Speed+1d10 for movement.
  Type Bonus
  SL+Speed+1d10 movement.
       
  Level 3
       
  Cost 1
  
  Zen and the Art of Mayhem
  Double Jump
  Level 3
  Cost 1
  Dark Hammer
  The dark hammer punch can be delivered 
  quickly to an opponent delivering more damage then a 
  normal blow. A powerful attack it can be used to knock an 
  opponent back or give the pupil time to escape. 
  Type Strike
  +12 Damage
  Level 3
  Cost 1
  Silhouette
  It is important for a student of the way of shadow 
  to be able to act fi rst in some situations. The Silhouette 
  gives the student the advantage of gaining the initiative in 
  a combat situation.
  Type Bonus
  +8 Initiative
  Level 3
  Cost 1 
  Exact Strike
  A quick and accurate blow delivered in those 
  times when a student of the Way of the Shadows needs to 
  land the blow then to do allot of damage. The exact strike 
  can be aimed at a particular area without any negatives.
  Type Strike or Kick 
  +8 To Hit, No negatives to called shots
  Level 5
  Cost 3
  Shadow Block
  The Way of the Shadows teaches a powerful 
  technique to reduce the damage of an incoming attack. 
  The force of the attack is bled off, and the damage is 
  reduced by half before being taken to DAN. The student 
  often needs to twist and bend bleeding off the force and a 
  foe may believe that the full damage was taken, this can 
  be used to the advantage of a clever pupil. 
  Type Block 
  1/2 Damage 
       
  Level 5
       
  Cost 3
  Shadow Suplex
  The student grabs a foe around the waist and 
  fl ips them over their head and into the ground, hard. The 
  shadow suplex allows the fi ghter to do allot of damage 
  with a single throw.
  Type Throw
  +24 Damage
  Level 5
  Cost 3
  Mirror Images
  Deception is at the heart of the style and the 
  master learns to fool an opponents senses and make 
  it appear that they are more then one of them. The 
  mirror images move about the same as the master and 
  will sometimes overlap each other, or appear to be 
  standing side by side. Either way the effect is the same, 
  the attacker most choose an image and hope they are 
  attacking the real thing, +12 to dodge and defense rolls. 
  Type Dodge
  +12 To Dodge
  Level 7
  Cost 5
  Dancing Shadow 
  It sometimes becomes necessary for a pupil of 
  the way of shadows to perform many actions in a short 
  amount of time. Dancing shadows allow this by giving the 
  user 3 attacks in on action.
  Type Bonus
  3 Attacks in One Action
  Level 7
  Cost 5
  Shadow Play
  The master of the Way of the Shadows knows 
  that escaping is sometimes more important than winning 
  a fi ght. So to this end they have developed the ultimate 
  escape method, using what ever is on hand the master 
  will trick their foes concentration and escape out of sight. 
  Not going to far they just have to hide from detection 
  long enough for their foe to leave. The distraction can be 
  anything, a puff of smoke, throwing sand, a sound that 
  makes there foe turn around, it can be anything since it is 
  only miss direction. The master then hides out of sight, the 
  foe will need to roll a notice roll higher than the Shadow 
  Play roll to fi gure out were they are hiding.
  Type Bonus
  SL+Speed+15+1d10 opponents most beat this 
  roll to spot them
  Level 7
  Cost 5
  Shadow Armor
  Not exactly an attack it is a state of mind where 
  the master cancels all pain reception. For one full turn 
  they can take anything thrown at them like it was nothing. 
  A master using this technique does not have to bother 
  blocking incoming attacks. This can be used during an 
  escape, or sometimes to shrug off an powerful attack of 
  an opponent and psyche them out. 
  Type Block
  Ignore all damage for one turn
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Wild Card Style
  “The reason to study gambling is when the time 
  comes, it isnʼt”
  Gamblers have had to learn to fi ght just to get 
  away from the table with the winning. Being the master 
  of seeing the odds, and reading an opponents tells, 
  gave the gambler an advantage even in combat. Many 
  gamblers started to develop styles of fi ghting, reading 
  the same body language that told them if someone was 
  bluffi ng, and playing the odds to take a chance when 
  they think they have the advantage, to help them defeat 
  their foe. They even started to use the items of their trade 
  as weapons, learning to throw cards like weapons. This 
  practice has lead to the development of the Wild Card 
  Style. 
  Fifth Street 
  Do to the nature of the Wild Card style a student 
  has luck on their side. Things seem to go there way during 
  a battle, they hardly ever seem to mess up. Anyone using 
  Wild Card Style can reroll a roll of a one once, if they roll 
  another one they screw up.
  Type Bonus
  Reroll any roll of a 1
  Level 1
  Cost None
  The Deal
  A important lesson in the Wild Card style teaches 
  two thing one always have an ace up your sleeve, and 
  two know how to use it. A student of the Wild Card always 
  has a cards and dice on them, and they can throw these 
  items with great accuracy and damage. Use Wild Card 
  skill level to hit as normal, 2X Skill Level in range.
  Type Bonus
  Throw cards and Dice 2xSL Range, Cards 
  2d6+SL, Dice 2d6+3+SL
  Level 1
  Cost None
  The Flop
  Through a combination of speed, coordination, 
  and luck a pupil of the Wild Card can make a miss turn 
  into a hit. If the student rolls a miss they can reroll to see if 
  they can do better. The student may not spend luck points 
  to up their second roll, and can only reroll once per attack.
  Type Bonus
  Reroll Miss
  Level 3
  Cost 1
  Two Pair
  With quick refl exes and a little bit of fortune a 
  scholar of the Wild Card can improve a hit and do more 
  damage. The student can reroll damage once for an 
  attack.
  Type Bonus
  Reroll Damage
  Level 3
  Cost 1
  Pocket Pair
  Through swiftness and a uncanny fl uke a Wild 
  Card expert can improve their speed in combat and get 
  the jump on an opponent. Reroll Initiative once per turn.
  Type Bonus
  Reroll Initiative Roll
  Level 5 
  Cost 3
  Good Kicker
  With an impulsive grace and luck a master of the 
  Wild Card can turn a solid hit into a miss. Reroll a Dodge 
  once.
  Type Bonus
  Reroll Dodge
  Level 5
  Cost 3
  Big Slick
  With grace, and quickness, a little bit of chance, 
  and some windfall a disciple of the Wild Card style can 
  turn a hit into a miss. Force opponent to reroll a hit once.
  Type Bonus
  Force Opponent to Reroll Hit
  Level 7
  Cost 5
  Re-Raise
  Opponents of a student of the Wild Card seem 
  to land a solid hit and have it turn around and not do as 
  much damage as they thought it would. With the Wild 
  Card a hit student can force an opponent to reroll damage 
  once.
  Type Bonus
  Force Opponent to Reroll Damage
  Level 7
  Cost 5
  
  Zen and the Art of Mayhem
  Check Raise
  Itʼs important to size up your opponent whether it 
  is across the gambling table or on the battlefi eld. Also like 
  the battlefi eld one should know how to make the opponent 
  feel they have the upper hand, until you lay down your 
  cards, catching them off guard.
  Type Strike, Kick, or Throw
  +5 to hit x2 Damage
  Level 7
  Cost 5
  ALL IN
  The greatest trick of all is when the master of the 
  Wild Card is able to take a hit and some how transfer all 
  damage to his attacker. 
  Type Block
  Damage is done to the Attacker
  Level 9
  Cost 5
  X-1 The Intelligence Based 
  Martial Arts
  “Everything is a calculation, the secret is 
  knowing the formula.”
  The Core belief of this style is combat can be 
  broken down into mathematical formulas, if the formulas 
  are calculated out you will know the outcome of every 
  move. Only the fastest minds are able to use this style, 
  there calculations take everything into account, allowing 
  them to know when to dodge and where to land the 
  counter blow. X-1 is different then other styles, most rolls 
  are based on Intelligence instead of coordination. This 
  is do to a scholar of X-1 to predict the next action of his 
  opponent.
  Proof Z
  A Student of the X-1 style learns to predicate 
  not only where a weak spot on an opponent is but also 
  exactly where the opponent will be when the blow is 
  landed. This allows attacks to be extremely accurate, plus 
  1/2 skill level to hit
  Type Bonus
  +1/2 SL to Hit
  Level 1
  Cost None
  Proof ZZ
  X-1 teaches the formula to predicate the incoming 
  and outgoing attacks of your opponent. This means that 
  the student of X-1 is not using their physical coordination 
  to attack and defend but in fact they are using their 
  intelligence. Use intelligence to dodge and attack instead 
  of Coordination.
  Type Bonus
  SL+Int+1d10 to Dodge or Attack
  Level 1
  Cost None
  Proof V
  The style of X-1 teaches students to study their 
  opponent and fi nd their weak points through mathematics 
  formulas. Students can do more damage every hit once 
  they have fi nished their calculations.
  Type Bonus
  x2 SL to damage
  Level 1
  Cost None
  Proof J
  An opponentʼs center of gravity is constantly 
  moving about. A student of X-1 can calculate precisely 
  where that center point is and attack with a sweep to 
  knockdown an opponent.
  Type Kick
  +7 to hit with a Sweep
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Proof Q
  Knowing the speed and power of an enemy attack 
  allows a disciple to better block and incoming attack and 
  reduce the damage. This block can be called after the 
  enemies attack roll.
  Type Block
  -3d6 Damage from incoming attack
  Level 3
  Cost 1
  Proof ∆
  Every attack will result in an opportunity for a 
  counterstrike. Knowing where the opponent will be after 
  an attack allows a counterstrike to hit hard
  Type Dodge
  +9 to dodge and deliver a counterstrike
  Level 5
  Cost 3
  Proof π
  With the correct facts and formulas a disciple of 
  X-1 can calculate how to hit an opponent two extra times 
  in the course of one strike.
  Type Strike, Kick, or Throw
  2 attacks in one action
  Level 5
  Cost 3
  Proof ƒ
  To effectively fi ght an opponent it is sometimes 
  very important to get the jump on them. A precise 
  calculation can give a master of X-1 the ability to act fi rst.
  Type Bonus
  +12 Initiative
  Level 5
  Cost 3
  Proof ß
  Teachings of X-1 concentrate on formulas of 
  speed and force, upper level formulas teaches how to 
  avoid a powerful blow and send your opponent fl ying by 
  the force of their attack. +8 to Dodge, roll the opponents 
  attack as if they hit, but they take the damage as 
  knockback, do not minus DAN.
  Type Dodge
  +8 to Dodge Roll opponents Damage and they 
  take it as Knockback 
  Level 7
  Cost 5
  Proof ∑
  X-1 formulas allow a master to pull off moves that 
  many would have thought impossible. When the time is 
  right and everything falls in place a master can deliver an 
  enormous amount of damage in one strike.
  Type Strike, Kick, Throw
  x3 Damage
  Level 7
  Cost 5
  Proof Ω
  The ultimate attack in the X-1 technique is Proof 
  Ω.  This equation gives the master of X-1 the time they 
  need to pull off a combination of 5 attacks, always a 
  powerful advantage.
  Type Strike, Kick, or Throw
  5 Attacks in One Action
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Weapon Based Martial Arts
  Weapons based martial arts started to develop 
  as soon as weapons were put into use. Many styles and 
  philosophy have evolved for almost every weapon type. 
  Each major weapon from the sword to the whip have had 
  many different styles developed. Most students are able 
  to customize the style to fi t their own fi ghting technique. 
  Choosing powerful blows, defensive techniques, speedy 
  strikes, or others moves that fi t their own personal style. 
  Archery
  “The arrows fl ies straight and true”
  The bow and arrow have been a powerful 
  combination for centuries. Master have learned more than 
  just hitting the center of a target they learn to do this and 
  more in the stressful every changing world of combat. 
  Trick shots, rapid shot, even using the bow when close 
  combat canʼt be avoided. 
  Clear the Mind, Seek the Target 
  The most important thing for an archer to do is 
  be able to be on target, even during the stress of combat. 
  This includes hitting moving targets, and fi ring while 
  moving, etc…. The pupil is taught to fi re with greater 
  accuracy at all times. The Pupil can add half their skill 
  level to all to hit rolls when fi ring an arrow.
  Type Bonus
  +1/2 SL to Hit
  Level 1 
  Cost None
  Arrow Strike
  The arrow is normally a projectile but it sharp 
  point can be used in hand to hand combat when the 
  archer canʼt pull off a shot. The arrow itself is either thrust 
  into an exposed area or slashed across to maximize 
  damage. The arrow does 3d6 Damage + Strength Bonus
  Type Attack
  Use Arrow As Hand to Hand Weapon 3d6+SB 
  Level 1
  Cost None
  Bow Barricade
  Even though a bow is a delicate weapon using it 
  to help block an attack is sometimes times a better option 
  then taking a deadly wound. The archer can use the bow 
  to get a +9 to block.
  Type Block
  +9 to Block
  Level 3
  Cost 1
  Second Shot
  Once an archer fi nds a target and hits they can 
  fi re a second shot to hit the same location. An archer can 
  deliver a second shot after the fi rst successful hit. 
  Type Attack
  Extra Shot After Hit
  Level 3
  Cost 1
  Power Shot
  An archer learns to study their foes and fi nd a 
  weak area. A shot can then be aimed to take advantage of 
  the weak area and cause more damage. 
  Type Attack
  +12 Damage
  Level 3
  Cost 1
  Aimed Shot
  Being able to hit a specifi c location, shot a 
  weapon, or other pierce shot is often the key to victory. 
  The archer can concentrate on hitting the smallest 
  location when necessary, +8 to hit no negatives, archer 
  most call location they are trying to hit. 
  Type Attack
  +8 to Hit no negative to called shots
  Level 5
  Cost 3
  Barrage
  The archer can fi re arrows in rapid successions at 
  one target. This attack is designed to deliver a great deal 
  of damage to a single target. The pupil only rolls to hit 
  once but rolls damage for each arrow. 
  Type Attack
  3 Arrow shots at one target
  Level 5
  Cost 3
  Intense Shot
  The master archer knows how to maximize the 
  damage from a shot when needed. This attack is used to 
  push pass an opponents defense, 1/2 opponents DAN.
  Type Attack
  1/2 Enemies DAN
  Level 7
  Cost 5
  Rapid Shots
  With the speed and concentration the master can 
  fi re three arrows in one action. Each arrow can be aimed 
  at a different target with no negatives.
  Type Attack
  3 Shots
  Level 7
  Cost 5
  
  Zen and the Art of Mayhem
  Charged Shot
  The master archer can concentrate energy into a 
  single arrow, sending it at an opponent with much greater 
  force then a normal shot. This charged arrow can deliver 
  twice the normal damage.
  Type Attack
  +5 to Hit x2 Damage
  Level 7
  Cost 5
  Rain of Arrows
  The rain of arrows is the most powerful  attack 
  used by an archery master. With blinding speed the 
  master is able to fi re barrage of arrows with devastating 
  results. This attack can be aimed at up to 5 separate 
  targets, Each Attack is roll separate and does x2 damage. 
  Type Attack
  5 Arrows X2 Damage
  Level 9
  Cost 8
  Chow Yun Fu
  ayhem
  Chow Yun Fu
  ayhem
  “Give him one gun heʼs unstoppable, give him 
  two and heʼs god”
  Fairly recently the Style of Chow Yun Fu has been 
  developed. Known as the Martial Arts for the Marksmen, it 
  is used by many assassins. The style teaches steady aim, 
  while using many gymnastic maneuvers. When employed 
  by a master no one is able to get a good shot off at the 
  fast moving master, yet all his shots are straight and true. 
  Masters of Chow Yun Fu often use two Handguns at 
  once.
  Free Firing
  A disciple of Chow Yun Fu can fi re off highly 
  accurate shots from any positions, lying down, Flying in 
  the air, During a roll, while springing to their feet. Their are 
  no negative for fi ring a gun while doing another action.
  Type Bonus
  No Negative fi re a gun during another action
  Level 1
  Cost None
  Double Pistol Action
  A student of Chow Yun Fu is taught to use two 
  handguns at once. This allows them greater freedom 
  choosing a target and delivering shots. The second gun 
  delivers no negatives to hit.
  Type Bonus
  Use two guns
  Level 1
  Cost None
  Full Auto Dodge
  A disciple of Chow Yun Fu is taught to keep 
  moving, Never stop, and donʼt let someone get a bead on 
  your position. While in combat a student will always be 
  on the move, using their full movement rate to move from 
  cover to cover, or leap through the air and bouncing off 
  walls, etc... The Master knows not to let anyone get into 
  close range, to keep as much distance between them and 
  their opponent as possible. 
  Type Dodge
  +1/2 SL to Dodge
  Level 1
  Cost None
  Quick Reload
  In the time it takes to reload a student of Chow 
  Yun Fu might not survive, so the Style teaches a lighting 
  fast reload that take No action.
  Type Bonus
  No Action reload
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Quick Draw
  In order to get the jump on others in battle, 
  students of Chow Yun Fu are taught Quick Draw to get 
  the jump  on their opponents.
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Careful Aim
  If a disciple of Chow Yun Fu needs to make a shot 
  they can use Careful Aim to make sure the shot is straight 
  and true.
  Type Attack
  +10 to Hit
  Level 5
  Cost 3
  Rapid Fire
  The master of swift shot learns that speed is 
  sometimes the most important factor in an attack. The 
  student can do three attacks in one action, either at one 
  target or up to three separate targets.
  Type Attack
  3 Attacks in One Action
  Level 7
  Cost 5
  Dead On
  Bullets do not always stop an opponent as fast 
  as a master of Chow Yun Fu might hope. So a shot to the 
  body may not do much good; but with a well placed shot 
  they can knock a bullet out of the air, knock a weapon 
  out of a hand, shoot off an antenna off a radio or remote 
  control unit, or even fi nd the crack between two pieces of 
  armor.
  Type Attack
  +15 to hit most be aimed at 1 specifi c small hard 
  to hit area or an item
  Level 7
  Cost 5
  Hidden Weapon
  The master of Chow Yun Fu is never without back 
  up fi rearms, either the gun is concealed on the body, or 
  taken from a fallen opponent, or hidden in the combat 
  area prior to the battle. The fi rearm is of the Architect 
  choosing but will be fully loaded.
  Type Bonus
  Extra Firearm
  Level 7
  Cost 5
  Unload
  A very powerful technique a master of Chow Yun 
  Fu can take a weapon to itʼs limits and unload all rounds 
  in one action. This can be done to one target, fi lling it with 
  the most damage the weapon can deal. Take all remaining 
  ammo and roll damage (If ammo is not begin kept track of 
  roll 6+1d6 for remaining ammo.
  Type Attack
  Fire off all Ammo or 6+1d6 Ammo
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Fans
  “After I fi nish you off, Iʼll cool myself off with my 
  fans”
  The fan is an elegant weapon used with style and 
  grace. The fan was never meant to a powerful offensive 
  weapon, more as a defensive means. This does not mean 
  the fan did not have its offensive capabilities, its edges 
  could cut like a razor in the hands of a master. 
  Dancing Fan
  The fan is used to help defl ect blows, the fan can 
  catch an incoming attack and guide it off course, bleeding 
  off some of its power. The Dancing Fan technique 
  Increase the DAN of the user equal to the skill level. 
  Type Bonus
  +SL to DAN
  Level 1
  Cost None
  Quick Fan Snap
  A technique used to gain the upper hand in a 
  combat situation. The student of the fans can use this 
  bonus to help win the advantage, add 8 to the initiative 
  roll.
  Type Bonus
  +8 initiative
  Level 3
  Cost 1
  True Fan Strike
  The master of the fan can fi nd the weak point of 
  an opponentʼs defense, then they use this knowledge to 
  increase the chance to hit. Add 7 to the to hit roll when 
  using True Fan Strike.
  Type Attack
  + 7 to Hit
  Level 3
  Cost 1
  Razor Fan Slice
  The fan can do allot of damage when the razors edge 
  is sliced across a foe. Add 3d6 to damage when using 
  razor fan slice.
  Type Attack
  +3d6 Damage
  Level 3
  Cost 1
  True Fan Offensive
  The fan can brush up against an opponent and 
  ride over the body then when the user wishes the fan 
  is turned inwards causing damage. The fan master can 
  call the location of a hit, choosing to specifi c body part or 
  possible item being carried by their enemy.
  Type Bonus
  Hit Location can be called
  Level 3
  Cost 1
  Speed Fan Attack
  Speed is taught to be a key to victory when using 
  the fans. A master can reverse the momentum of an 
  attack, thus causing it to have another chance to hit. After 
  a successful attack the student can roll again.
  Type Attack
  Extra Attack After a Hit
  Level 3
  Cost 1
  Power Fan Assault
  The fan user can channel extra energy into an 
  attack increasing the damage caused. The student of the 
  fan cans double the damage done in a single attack.
  Type Attack 
  x2 Damage
  Level 5
  Cost 3
  Stone Fan Endurance
  A incoming attack is made of force, that force can 
  be reduced with the right movements. A master of the fan 
  can reduce the damage of an attack by half.
  Type Block
  1/2 Damage of Attack 
  Level 5
  Cost 3
  Iron Fan Defense
  A powerful defensive technique, iron fan defense 
  sets up a power fi eld in front of the fans, which can absorb 
  the damage of an attack. Take Skill Level + Coordination 
  + 1d10 x3 this is the amount of damage removed from 
  the power of the attack. The rest of the damage is taken 
  normally.
  Type Block
  SL+ Coord+1d10x3 points of damage ignored. 
  The rest taken normally. 
  Level 7
  Cost 5
  Blade Fan Thrash
  A very skilled master of the fans can do multiple 
  attacks in one action. Using blade fan thrash the user 
  can do three attacks in one action to up to three separate 
  opponents.
  Type Attack
  3 Attacks in one Action
  Level 7
  Cost 5
  Ultimate Fan Technique 
  The ultimate fan technique is just that, not just 
  an attack the fan user can attack up to four separate 
  targets doing double damage to each. Or the user can 
  concentrate all four attack on one foe and deliver a totally 
  devastating attack.
  Type Attack
  4 Attacks x2 damage
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Slugger
  “Iʼm going to hit one out of the park”
  Clubs, maces, and morning stars have been used as 
  powerful weapons for ages, styles and techniques have 
  come and gone many times. However a rebirth of these 
  weapons have seem to come with the creation of the 
  baseball bat. It could be just the fact that these weapons 
  are easily found and used, or that it seems to be the 
  weapon of choice of street gangs. This style is not just 
  limited to the baseball bat it can be used with a crowbar, 
  2x4 board , even a bat or board with nails stick out, and 
  yes clubs, maces, and morning stars. 
  Hardwood
  Knowing how to get the most out of your weapon 
  is important. Any slugger knows how to wield their weapon 
  to it full capacity, getting the most damage possible from 
  every swing. A slugger can add 2d6 to the damage when 
  rolling a hit.
  Type Bonus
  +2d6 Damage
  Level 1
  Cost None
  Bunt
  The bat can be used to help defl ect or block 
  a blow. The slugger can use the bat to help dodge an 
  incoming blow of an attack, +9 to dodge.
  Type Block
  +9 to Dodge
  Level 3
  Cost 1
  Line Drive
  A quick and powerful blow used to deliver extra 
  damage to a foe. 
  Type Attack
  +12 Damage
  Level 3
  Cost 1
  Extra Swing
  Speed is sometimes an important factor in a fi ght, 
  getting in an extra blow can really effect that out come of 
  a fi ght. A slugger can use extra swing to get in an extra 
  attack after a successful attack. 
  Type Attack
  Extra attack after a hit
  Level 3
  Cost 1
  Switch Hitting
  Being able to get a swing in before an foe can be 
  the difference between victory and defeat. A slugger can 
  use Switch hitting to gain the upper hand and win initiative 
  when important. 
  Type 
  + 8 to Initiative 
  Level 3 
  Cost 1
  Reduced Strike Zone
  The slugger knows that an opponent is going to 
  get in a hit every now and then, and you better be able 
  to take. They can use their weapon to help reduce the 
  incoming attack hopefully stopping a dangerous attacks 
  from take them out of a fi ght.
  Type Block
  +18 DAN
  Level 5
  Cost 3
  Pop Up
  A power swing designed to send a foe up in the 
  air, possibly even setting them up for another attack. The 
  swings force sends an opponent fl ying straight up in the 
  air.
  Type Attack
  x2 Damage, Knockback straight up
  Level 5
  Cost 3
  Devious Kick
  Since the slugger relies on the bat so much 
  foes tend to concentrate on it and not necessarily on the 
  slugger. This opens up the opportunity for the slugger to 
  get in a powerful kick.
  Type Kick
  +8 to Hit +16 Damage (Kick only)
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Wild Swing
  The slugger likes to sometimes just go wild, 
  swinging madly at a foe, not giving them time to mount a 
  counterattack. The wild swing is used to do three attacks 
  in the time it normally takes to do only one.
  Type Attack
  3 Swings in one action
  Level 7
  Cost 5
  Homerun
  A powerful and accurate swing, the homerun is 
  used to deliver allot of damage with one swing. A slugger 
  uses the homerun when they know they need that extra 
  power to get their point across. 
  Type Attack
  +5 to hit x2 Damage
  Level 7
  Cost 5
  Grand Slam
  The name says it all, the Grand Slam is a massive 
  hit delivered by a slugger to do as much damage as they 
  can muster. It takes allot out of them to do, but the effects 
  are truly devastating. 
  Type Attack 
  x5 Damage
  Level 9
  Cost 8
  Staff
  ayhem
  Staff
  ayhem
  “The Staff most be an extension of your body”
  The Staff has been a weapon used by many 
  martial artist since fi ghting styles where fi rst invented. 
  The staff can be used as a powerful extension of the user, 
  giving them greater range in attacks, or a mighty defense. 
  A master of the staff can hold off many opponent with 
  quick thrusts and defensive parries. 
  the Vault
  This maneuvers is taught to allow the user 
  to get out of a tight situation by vaulting into the air 
  using the staff. Using this maneuver the students can 
  launch themselves high into the air (Skill Level in feet) 
  and land  a great deal away from where they vaulted 
  (SL+Coord+1d10 Feet Maximum).
  Type Movement
  SL Feet Leap, SL+Coord+1d10 Feet away
  Level 1
  Cost None
  Spinning Defense
  The wielder of a staff can use it to set up a 
  defensive perimeter around themselves. Using the staff 
  they can spin the staff around them and force a foe to 
  stay back further making some attacks hard to hit with. 
  The student most be able to move freely and have some 
  space around them to use these technique.  The student 
  can add half skill level to all defense rolls.
  Type Bonus
  +1/2 SL to Defense 
  Level 1
  Cost None
  Heavy Parry
  A student is taught very early that the staff is a 
  very powerful defensive weapon. A Snap parry from a staff 
  can easily block most blows coming in from an opponent. 
  They can add extra power to the parry allowing the to 
  block blows that would have gotten past their defenses.
  Type Dodge
  +9 to Dodge
  Level 3
  Cost 1
  Power Thrust
  A Hit from a staff can deliver allot of damage to an 
  opponent. But a student of ... is taught a number of moves 
  to increase the damage potential from their weapon of 
  choice. A Power thrust uses extra thrust at the moment 
  the staff is going to hit to increase the damage potential.
  Type Attack
  +12 Damage
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Jump Start
  A student is taught to use a quick stance to 
  increase their speed and time it takes to attack. This 
  technique can be used when a master needs the extra 
  speed to grab the upper hand in battle.
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Whirling Defense
  By spinning the staff the user can set up a 
  powerful defense. When uses it is very diffi cult for 
  an opponent to deliver any damage to the user. This 
  technique even saps the energy out of metaphysical 
  attacks.
  Type Block
    
  +18 to DAN
  Level 5
  Cost 3
  Probing Attack
  This technique allows the user of the staff to 
  maneuver around defenses and deliver a blow to  an 
  opponent. The attacker searches for a hole in the 
  opponent defense probing with the staff, when the hole is 
  found, the staff thrust through delivering its damage.
  Type Bonus
  +10 to Hit
  Level 5
  Cost 3
  Launching Thrust
  Students are taught to launch a spear at an 
  opponent who may be some distance away. A successful 
  Hit will return the staff to the hands of the student. A miss 
  will mean they have to retrieve the staff. Range is SL+ 
  Strength+1d10, Damage is Normal Staff damage+ 2d6
  Type Attack
  Launch Staff at opponent +2d6 Damage
  Level 5
  Cost 3
  Whirlwind Attack
  A master of the staff can reach out with a great 
  burst of speed and hit an opponent multi times. This 
  attack can be delivered to one opponent or be used to 
  attack three opponents in the time it usually takes to one 
  opponent attack once. 
  Type Attack
  3 Attacks in One Action
  Level 7
  Cost 5
  Slashing Parry
  This maneuver allows the user to put the full 
  power of the staff behind a block allowing them to push 
  aside most blows. However the force and concentration 
  that most be used drains the disciple greatly. 
  Type 
  +8 to Dodge if user wins cause one hit to an 
  opponent
  Level 7
  Cost 5
  Tempest Attack
  The most powerful attack taught in the wind staff 
  technique. The Tempest Attack uses all the power of the 
  user and the staff to deliver one great blow, the damage 
  deliver is enough to kill a normal man.
  Type Attack
  x5 Damage
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Sticks
  “Rapid attacks are the key to victory”
  Since the early development of fi ghting styles 
  martial artist have used short batons, tonfas, sticks, etc… 
  in combat. They are incredibly versatile and can be used 
  for extra power in an attack or to block incoming damage. 
  They are fast and can easily be thrown at an opponent 
  as well. The student learns to fi ght with two weapons 
  automatically, using them for attack and defense, however 
  even when armed with one the master is still quite deadly.
  Extra Force
  Sticks can deliver powerful blows able to ignore 
  armor dealing most of the energy directly to the foe. 
  Students can double the skill bonus in combat.
  Type Bonus
  2xSL Damage Bonus
  Level 1
  Cost None
  Fling
  The student learns to throw their weapon with 
  great accuracy and force. Although they will lose one of 
  their weapons it can be thrown Skill Level + Coordination 
  x2 with no negative. Treat as a normal attack for to hit and 
  damage. 
  Type Attack
  Throw Weapon
  Level 1
  Cost None
  Double Handed
  The student learns to use both hands to block and 
  attack, giving them the advantage to block with one and 
  attack with another. Anyone learning to use these short 
  weapons can use two at the same time with no negatives.
  Type Bonus
  Use Two Weapons at the Same Time no 
  negatives
  Level 1
  Cost None
  Guard
  The pupil of the sticks style of fi ghting learns to 
  use them for defense as well as offense. The can be used 
  to block incoming attack allowing the user to absorb some 
  of the force and push it out of the way. Add Skill level to 
  DAN.
  Type Bonus
  +SL to DAN
  Level
  Cost
  Heavy Thrust
  At times extra force in an attack can make a 
  difference. The student can add extra force and cause an 
  additional 12 points of damage to an attack.
  Type Attack
  +12 Damage
  Level 3
  Cost 1
  Rapid Dodge
  The sticks style of fi ghting teaches a student 
  quick steps side to side allowing the martial artist to avoid 
  all incoming attacks. However when using rapid dodge 
  a person can not do any attacks, they are concentrating 
  fully on dodging. +5 to dodge All attacks, no negatives for 
  dodging more attacks then your actions. Character can 
  not do any attacks for that full turn. 
  Type Dodge
       
  +5 to dodge, no negatives to more dodges then 
  actions, can not attack for the rest of the turn
       
  Level 3
       
  Cost 1
  Counterattack
  The master knows when to land a quick 
  counterstrike after blocking a foes blow.  When used 
  the master receives +9 to Dodge, and gets to deliver a 
  counterattack.
  Type Dodge
  +9 Dodge and deliver counterattack
  Level 5
  Cost 3
  Speed Strike
  With a quick burst of speed the master of the 
  sticks style of fi ghting can do two attacks in one action. 
  These attacks can be at one or two separate targets.
  Type Attack
  2 Attacks in One Action
  Level 5
  Cost 3
  
  Zen and the Art of Mayhem
  Iron Barricade
  The Master of the stick style of fi ghting learns to 
  block the force of an incoming attack and bled off much of 
  its power. The Master can take Skill Level + Coordination 
  + 1d10 x2 points of damage off and incoming attack. The 
  rest of the damage will be taken normally.
  Type Block 
  Sl+Coord+1d10x2 Point Blocked, the rest of the 
  Damage taken Normally
  Level 7
  Cost 5
  Force Blow
  A powerful blow, this attack is designed to be fast, 
  accurate, and deadly. The attack gains a +5 to hit and 
  does double damage to an opponent. 
  Type Attack
  +5 to Hit x2 Damage
  Level 7
  Cost 5
  Blizzard Assault
  A very power attack, a master can deliver up to 
  fi ve attacks in one action. The attack can be delivered to 
  one opponent or up to fi ve separate foes. 
  Type Attack
  5 Attacks
  Level 9
  Cost 8
  Swift Shot
  “Duck”
  The projectile martial arts, the style teaches a 
  pupil to turn any small object like a dart, dagger, axe, 
  card, coin, marble, or other small objects into a powerful 
  projectiles. The disciple is able to throw multi projectiles 
  at blinding speeds and great accuracy. A student of swift 
  shot learns to throw two types of items with great skill. 
  They can learn to throw other objects by taking a slot. If 
  they need to throw another object other than the ones 
  they have learned they still can at Skill Level, however 
  none of the bonuses and special techniques can be 
  applied.
  Snap Throws
  A student of quick not only learns to throw with 
  great accuracy, but to do it in any situation. They are 
  taught to throw while running, while diving behind cover, 
  even from a the ground. The pupil of swift shot can throw 
  a weapon during other actions with no negatives
  Type Bonus
  No Negatives to Throw During an Action
  Level 1
  Cost None
  Close in Fighting
  Anyone who studies swift shot learns that it is 
  important to use their weapons in hand to hand combat, 
  as well as being able to throw them. The pupil is trained 
  to get maximum damage from their weapon in hand to 
  hand combat. Add 2d6 to damage when fi ghting in close 
  combat.
  Type Bonus
  Use Weapons in Hand to Hand +2d6 Damage
  Level 1
  Cost None
  Rapid Dodge
  A disciple of swift shot is taught to keep moving, 
  Never stop, and donʼt let someone get a bead on your 
  position. While in combat a student will always be on the 
  move, using their full movement rate to shift from cover 
  to cover, or leap through the air and bouncing off walls, 
  etc... The Master knows not to let anyone get into close 
  range, to keep as much distance between them and their 
  opponent as possible. 
  Type Dodge
  +1/2 SL to Dodge
  Level 1
  Cost None
  
  Zen and the Art of Mayhem
  Additional  Expertise
  Although the student of swift shot only learns two 
  primary throwing items, they can learn to use other items 
  as well. For each Additional Expertise they learn they can 
  add one item.
  Type Bonus
  Additional Item type can be thrown
  Level 1
  Cost None
  Express Shot
  Once a target has been acquired and a 
  successful hit is made, the master of swift shot will throw 
  a second item with great speed. The dispel of swift shot 
  learns to fi re a quick second shot after a successful hit. 
  Type Bonus
  Extra Attack after fi rst hit
  Level 3
  Cost 1
  Quick Draw
  In order to get the jump on others in battle, 
  students of swift shot are taught quick draw to get the 
  jump  on their opponents.
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Careful Aim
  If a disciple of swift shot needs to make a shot 
  they can use careful aim to make sure the shot is straight 
  and true.
  Type Attack
  +10 to Hit
  Level 5
  Cost 3
  Force Throw
  The student of swift shot learns to add extra force 
  to a shot when itʼs really needed. Double the damage 
  done by force throw.
  Type Attack
  x2 Damage
  Level 5
  Cost 3
  Rapid Fire
  The master of swift shot learns that speed is 
  sometimes the most important factor in an attack. The 
  student can do three attacks in one action, either at one 
  target or up to three separate targets.
  Type Attack
  3 Attacks in One Action
  Level 7
  Cost 5
  Dead On
  Hits do not always stop an opponent as fast as 
  a master of swift shot might hope. So a shot to the body 
  may not do much good; but with a well placed shot they 
  can knock an attack out of the air, knock a weapon out of 
  a hand, shoot off an antenna off a radio or remote control 
  unit, or even fi nd the crack between two pieces of armor.
  Type Attack
  +15 to hit most be aimed at 1 specifi c small hard 
  to hit area or an item
  Level 7
  Cost 5
  Tempest Assault
  The master of swift shot learns the tempest 
  assault the styles most powerful technique. The master 
  grabs as many items to throw as possible and launches 
  them at an opponent in a massive tempest assault.
  Type Attack
  x4 Damage 1/2 DAN
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Sword
  “You must become one with the Sword”
  The sword is an age-old weapon used by many 
  fi ghters. Its blade can be used to slice through opponents 
  or to block and protect the user. There are many styles 
  of thoughts behind the use of swords, fi ghting styles 
  with swords are as varied as the types of blades that are 
  produced One major style believes in quick fast slices and 
  blocks, get in, hit, and then back off before your opponent 
  can strike back. Another believes in heavy killing blows, 
  if your opponent drops they cannot return an attack.. 
  Some center on using medium swords, with a parry and 
  thrust philosophy. With small blades the style centers 
  on quickness, two-handed swords lean towards power 
  moves, etc. Students of the sword style pick attacks 
  that from a wide selection, being able to customize their 
  attacks to suit their style. 
  Two Swords
  Students learn to wield two swords at one time. 
  The student most be able to wield each sword with 
  one hand, other than that the swords can be of any 
  combinations. Two long swords, two short swords, one 
  long sword one short, etc… The character wields these 
  swords with no negatives they can choose to attack 
  with one or the other, or even strike with both in a single 
  action. 
  Two swords no negatives
  Level 1
  Cost none
  Skilled Parry
  The sword can be used as a defensive weapon as 
  well as an offensive weapon. Students learning the style 
  of the blade can defend themselves well with a sword. 
  +1/2 current skill level to defense rolls when wielding a 
  sword. 
  Type Bonus
  +1/2SL Parry
  Level 1
  Cost none
  Precise Strike  
  The sword can be used to strike with precision 
  with a jab or slash, locating a weak spot or hole in a 
  defense. The student of the blade learns to spot these 
  lapses in an opponent defense and use them to great 
  advantage in a battle. 
  Type Bonus
  +1/2SL to Hit
  Level 1
  Cost none
  Power Slash
  The student of the blade learns that once a sword 
  strike hits they can add power to the blow to increase the 
  damage done. The student can add twice their skill level 
  to damage. 
  Type Bonus
  x2 SL to Damage
  Level 1
  Cost None
  Swift Blade
  The ability to strike fast and fi rst is sometimes the 
  difference to victory or defeat. A student can gain +8 to 
  their initiative roll at the start of the turn. 
  Type Bonus
  +8 to Initiative
  Level 3
  Cost 1
  Sliver Cut 
  This technique is a powerful combination of 
  accuracy and strength; the cut combines both in one 
  attack. The student gets +4 to Hit and +8 Damage when 
  using this attack. 
  Type Attack
  +4 to Hit, +8 to Damage
  Level 3
  Cost 1
  Mighty Blow
  A powerful strike is sometimes needed to help cut 
  through a well armored foe. The mighty blow delivers an 
  extra 12 points of damage to an opponent.
  Type Attack
  +12 Damage
  Level 3
  Cost 1
  Exact Thrust
  A swords master knows how to study their 
  opponent to fi nd weaknesses in their defense and the use 
  that weakness to gain the upper hand. Exact Thrust can 
  be used to get a +7 to hit a enemy. 
  Type Attack
  +7 to Hit
       
  Level 3
       
  Cost 1
  Reprisal 
  The student of the blade learns a quick reprisal 
  attack. This attack can only be used after a successful 
  defense roll; the attack is made with no extra bonuses.
  Type Block
  Return attack with a successful defense roll
  Level 3
  Cost 1
  
  Zen and the Art of Mayhem
  Hilt Thrust
  In a sword battle most foes are afraid of the 
  cutting blade, allowing a skill swordsman to sneak in a 
  thrust with the hilt. This attack comes as a shock to the 
  opponent and hits a surprisingly amount of the time used. 
  Since the Blade is not being used the Damage is only Skill 
  Level +3d6, Strength Bonus does apply.
  Type Strike
  +10 to Hit SL+3d6 Damage
  Level 3
  Cost 1
  Power Slice
  The swordsman knows how to increase the power 
  of a swing at the right moment to increase the damage 
  done. This power slice can be used to double the damage 
  of a hit.
  Type Attack
  x2 Damage 
  Level 5
  Cost 3
  Twisting the Blade
  A master swordsman knows when to turn 
  the blade to add extra damage to an opponent. The 
  swordsman can add 24 points of damage to an attack.
  Type Attack
  +24 Damage
  Level 5
  Cost 3
  Fast Blade
  Type Attack 
  2 attacks in one action 
  Level 5
  Cost 3
  Rapid Blade
  Speed can always be used to gain the upper 
  hand in combat. A master swordsman can do a rapid 
  succession of blows to one to three opponents in a single 
  action. 
  Type Attack
  3 Attacks in One Action
  Level 7
  Cost 5
  Counterstrike
  The counterstrike technique is used to block and 
  then quickly counterattack a foe. Although not a powerful 
  blow it does give the swordsman great advantage over his 
  enemy. 
  Type Attack
  +8 to Dodge if user wins cause one hit to an 
  opponent
  Level 7
  Cost 5
  Crescent Swing
  A powerful swing, this attack is designed to hit 
  anyone standing in close combat with the swordsman. 
  The swing does 3 times normal damage and anyone 
  standing near enough to the swordsman to attack them 
  without additional movement will take damage. The 
  damage is divide equally to all that are hit.
  Type Attack
  x3 Damage, Divide equally to all that are hit 
  Level 7
  Cost 5
  Power of the Blade
  A master swordsman can learn to concentrate 
  all their power into a single blow, doing a tremendous 
  amount of damage in a single shot. The power of the 
  blade does 5 times the normal damage in a single blow.
  Type Attack
  x5 Damage
  Level 9
  Cost 8
  Swiftness of the Blade
  The swiftness of the blade is a master technique 
  to increase their quickness. A master swordsman learns 
  to concentrate their energies into blinding speed, allowing 
  them get fi ve swings in one action. These attacks can be 
  concentrated on one opponent or fi ve separate targets.
  Type Attack
  5 attacks in one action
  Level 9
  Cost 8
  
  Zen and the Art of Mayhem
  Umbrella
  “My umbrella is enough to protect me from the 
  rain and you”
  To most the umbrella does not seem to be a 
  fi rst choice for a weapon, however for many years the 
  umbrella has been used by martial artist as a weapon.  It 
  is light and agile and can be wield in both a offensive and 
  defensive manner. It can also be carried in public without 
  alarm, until they see what can be done when wielded by a 
  master. 
  Elegance Technique
  The umbrella is not the most powerful offensive 
  weapon a fi ghter can wield, but it is very handy as a 
  defensive weapon. The master of the umbrella can use 
  it to block incoming shots and parry blows with graceful 
  method. Add half current skill level to dodge rolls when 
  using an umbrella.
  Type Bonus
  + 1/2 SL to Dodge
  Level 1
  Cost None
  Graceful Strike
  The student learns to use the speed of the 
  umbrella to great effect. A quick and accurate strike to 
  a weak area in a foes defense. Add +4 to hit and +8 
  damage to the attack.
  Type Attack
  +4 To Hit +8 Damage
  Level 3
  Cost 1
  Nimble Tango
  The student learns that sometimes the key to 
  gaining the upper hand is getting the fi rst attack. When 
  needed the pupil can use nimble tango to add 8 to their 
  initiative.
  Type Bonus
  +8 To Initiative
  Level 3
  Cost 1 
  Two Step
  The handle of the umbrella can be used to grab 
  an opponentʼs limb. Not really an attack this technique can 
  be used to force an opponent drop a weapon or object. 
  Anyone struck will have to roll a halved coordination stat 
  check or drop what they were holding.
  Type Attack
  +7 To Hit Grab Limb
  Level 3
  Cost 1
  Exquisite Strike
  Using the handle of the umbrella to knock an 
  opponent over is a classic technique. The opponent will 
  be knocked over and take 3d6 points of damage from the 
  fall,
  Type Attack
  +7 to Hit Knock over opponent 3d6 Damage
  Level 3
  Cost 1
  Polished Reprisal
  The style of fi ghting used with the umbrella has a 
  very defensive orientation. When attacked the user learns 
  to block an incoming attack and deliver a counterstrike at 
  the same time. 
  Type Defense
  +9 Deliver Counterstrike
  Level 5
  Cost 3 
  Flawless Action
  With the agility of the umbrella the master can 
  pin point an area to hit. The strike can be an object  being 
  held, thrown, or even a weak point in a piece of armor. 
  Add 10 to hit area aimed at most be declared. 
  Type Attack
  +10 To Hit Called Shot
  Level 5
  Cost 3
  A Little Jazz
  In the hands of a master the umbrella can be 
  quite a powerful weapon. A master learns to focus their 
  energies into the umbrella and increase the damage of an 
  attack. 
  Type Attack
  x2 Damage
  Level 5
  Cost 3
  Spinning Tango
  A master can open the umbrella spinning it in 
  front of them to ward off an incoming attack. Normally a 
  umbrella would crumple under the force of an attack, the 
  master is able to expand some of his energy around the 
  umbrella, which can absorb the damage of an attack. Take 
  Skill Level + Coordination + 1d10 x3 this is the amount of 
  damage removed from the power of the attack. The rest of 
  the damage is taken normally.
  Type Block
  SL+ Coord+1d10x3 points of damage ignored. 
  The rest taken normally. 
  Level 7
  Cost 5
  
  Zen and the Art of Mayhem
  Graceful Waltz 
  The umbrella is a light a quick weapon, the 
  master can learn to use it with great speed and agility. 
  With the graceful waltz technique a master can perform 
  up to three attacks in one action, at either one or up to 
  three separate targets.
  Type Attack
  3 Attack in One Action
  Level 7
  Cost 5
  Adeptest Maximus  
  A very powerful and accurate attack, the Adeptest 
  Maximus is a combination of speed, power and agility 
  performed with grace, elegance, and style. The master 
  gains +7 to hit and the attack delivers triple the normal 
  damage.
  Type Attack
  +7 to Hit x3 Damage
  Level 9
  Cost 8
  Buying an Original Martial Arts Attack
  A student of any martial arts style can buy attacks 
  from the special martial arts table in the original Zen 
  Rules. These attacks stay the same with the same cost to 
  uses, minimum level, luck point cost, etc... They will take 
  up a technique slot. 
  Combining Two Styles
  “Verity is good, but do not over extend yourself”
  Some fi ghter can learn to master more then one 
  style of martial arts. This however takes allot of training 
  and may force the student to forfeit learning special 
  attacks from one style to learn attacks from others. A 
  character cannot learn more then 8 special martial arts 
  attack. When combining two styles a character is limited 
  to learning a maximum of 3 level one attacks. These 
  attacks are part of the martial arts core belief and part of 
  the stance. The character is not limited to how many other 
  level attacks they can choose, if they wish to fi ll up all their 
  slots with level 3 attacks they can. Most often a weapons 
  style will be combined with a hand-to-hand style, nothings 
  worse then losing your sword and not being able to fi ght.
  Hungry Wolf
  “No style just a Hunger to learn everything”
  The Hungry Wolf style is not a real style or 
  technique. It is a class for those fi ghters that want to learn 
  attacks and moves from many different styles and create 
  their own unique fi ghting technique. A hard way to learn, 
  the fi ghter will wander from one master to another picking 
  up moves and styles as they go and incorporate them into 
  their own personal style.
  A fi ghter dedicated to creating their own fi ghting 
  ayhem
  A fi ghter dedicated to creating their own fi ghting 
  ayhem
  style can learn attacks from any style above. They can 
  only learn 7 attacks total and are limited to the number 
  of attacks at each level as well. They can only learn a 
  maximum 3 attacks for level 1 and 4 attacks for each 
  levels 3 and 5, and 2 attacks from level 7 and one level 9 
  attack. All luck point cost are doubled for learning these 
  attack. This is do to the fi ghter learning to incorporate an 
  attack into their own style. Student of the Hungry Wolf can 
  still learn normal special attack from the original Zen rules 
  at normal luck point cost.
  Creating a New Style (Level 2 Martial 
  Arts)
  Normal Number of attacks 8 to 10
  Lvl    Normal Max Attacks
  1
  2
  3
  3
  3
  5
  5
  3
  5
  7
  2
  3
  9
  1
  2
  A style may have many special attacks for each 
  level, however a character can only learn a maximum of 
  8 attacks. A character cannot learn attack until their skill 
  level is equal or higher then the level of an attack.
  Level 1 Attacks (Cost Free)
  These are very powerful since they do not have 
  a cost a character any APs. Characters will always use 
  them during combat. Each style should have 2 level 1 
  techniques. If a style has three they most sacrifi ce an 
  attack from each other level to make up for the added 
  bonuses. If the Character only takes 1 then they may add 
  2 level 3 or 5 attacks or 1 level 7 or 9 attack.
  Role Playing Abilities
  Each character should have a level 1 or 3 attack be a 
  role-playing bonus. Not a powerful attack, but something 
  that can be used by the player in a role-playing situation. 
  This move should be related to the Martial arts style in 
  someway
  examples: Power Sprint, Burst of Strength
  Level 3 Attacks (Cost 1)
  These attacks are usually bonuses given to 
  characters for one attack. The bonus is not all that high 
  but it can give the character the extra edge in battle. The 
  cost is also low allowing the character to use the attack 
  many times during combat. However they will run out 
  of points eventually. Characters can normal take up to 
  3 level one attacks for a character. If the style sacrifi ce 
  higher or lower attacks the maximum level 3 attacks are 5.
  
  Zen and the Art of Mayhem
  Level 5 Attacks (Cost 3)
  More powerful then a Level one attack, level 5 
  attacks can be delivered by a character to do a good deal 
  of damage or gain to upper hand in battle. At a cost of 2 a 
  character is more limited to the amount of times they may 
  use the attack during a battle. However they should be 
  able to do it a few times. A character can normal have 3 
  level 5 attacks, a maximum of 5.
  Level 7 Attacks (Cost 5)
  These are powerful attacks giving the character 
  a great upper hand during a battle. They deliver a great 
  deal of damage and great bonuses to the character. 
  However with the cost of 3 APs per attack a character will 
  be limited to the amount of times they can do this attack. 
  A Character will usually have 2 level 7 attacks maximum 
  of 3. If a character sacrifi ces 1 level 7 attack they can take 
  1 extra level 5 or 3 attack. Or they can sacrifi ce 2 level 7 
  attacks and take 1 extra level 9 attack.
  Level 9 Attacks (Cost 8)
  Level 9 attacks are very powerful these attacks 
  can be used to devastate an opponent. However the cost 
  to use them is 4 meaning a character may only get to 
  use the attack once maybe twice in battle. A Character 
  will normal only have 1 level 9 attack. They may have a 
  maximum of 2. If the sacrifi ce their level 9 attack they can 
  take 1 extra level 7 or two level 5 or 3 attacks.
     
  Upgrading Attacks
  A student of a martial arts style can work on 
  advancing style and improving attacks. This is done 
  through many hours of practices and spending some luck 
  points. A character can increase the damage done by an 
  attack, make it faster, more accurate, etc... A character 
  can upgrade an attack once, at no extra cost to use. If the 
  attack is modifi ed again it will go up a class in diffi culty 
  and cost more to use. This will happen with each up 
  grade. 
  25 Luck points
  +4 Damage
  +4 DAN
  +3 Initiative
  +3 Dodge
  50 Luck points
  x2 Damage (As long as the attack does not already have 
  a damage bonus)  
  Role Playing Martial Arts and 
  Advancing
  When playing a character with a specialized 
  martial arts it is important to have the characters 
  personality effected by the martial arts they uses. For 
  example a character using tiger spirit will not be a kill 
  crazy berserker, the style teaches control and counter 
  moves. This does not mean all characters with the same 
  martial arts style will have the same personality, they will 
  however have similarities between them. 
  Role-playing is important during combat, just 
  stating that the character is attacking and rolling the 
  dice can get real old, real fast. Try to have the character 
  describe how they are doing an attack, instead of just 
  saying they are using an attack and rolling the dice. Have 
  the character start the description from how they recover 
  from the attack by their opponent and move into the their 
  attack, etc... This does get to be harder in a mass combat 
  situations, but to encourage the use the Architect should 
  add bonuses to rolls when the description of the attack 
  fi ts into the situation. It is plausible for a character to use 
  attack one after another to setup a combo. The Architect 
  should reward this by giving extra bonuses to the attacks.
  Characters shouldnʼt just raises a skill level or 
  gain an attack in the middle of the game. If they are 
  playing on purchasing an attack they should be practicing 
  and training trying to develop the attack. They can even 
  seek out a master who will teach them how to perform the 
  attack. This adds to the role playing instead of just saying 
  they have a new attack. 
  When they do learn a new attack you can let 
  them break it out during combat (And hype it up some the 
  fi rst time some does a new attack it always seems more 
  powerful). This usually works well during a game letting 
  the character get out of a tight situation with their new 
  attack. The Architect can always install a learning time for 
  an attack. In till the character gets some more practice in 
  the attack is hard to pull off and may fail during a combat 
  situation. If the character tries to show off with the attack 
  during this time it doesnʼt work. However when they really 
  need it will.
  
SOURCE: textdata/thevault/Zen & the Art of Mayhem System/Zen & the Art of Mayhem Styles of Martial Arts.pdf