Level | No/AT. | Level | No/AT. | 1-6 | 2/1 | 13-18 | 3/1 | 7-12 | 5/2 | 19+ | 7/2 |
Slots Devoted | Add. No/AT. | 2 | 0 | 3-4 | 1/2 | 5 | 1 | 6 | 3/2 |
Level sought | Experience cost per Manuever |
2 3 4 5 6 7 8 9 10 11+ |
100 200 400 800 2,000 4,000 8,000 15,000 28,000 +30,000/add. level |
School and Style Table | School | (Style) | #AT. | Dmg. | AC Mod. | Principal Attack | Special Maneuvers | Weapons Allowed |
Air | Breeze | +1 | 1 pt. | -3 | Legs (Move) | Block: 1, 2 Dodge: 1, 2, 3 Kick: 1, 2 Movement: 1, 2, 3, 6, 7, 8, 9 Push: 2, 3 Throw: 1, 2 Weapon: 1 Mental: 1, 2, 3 Physical: 3 | All Slashing Type and Bow weapons |
Storm | +1 | 1d3 | -1 | Body (Throw) | Block: 3, 6 Dodge: 4 Kick: 4, 5 Lock: 1, 4 Push: 4 Strike: 4 Throw: 3, 4, 5 Weapon: 7 Mental: 4, 5, 8, 9 Physical: 4, 6 | All Slashing Type and Bow weapons |
Fire | Blaze | +1 | 1d2 | -3 | Hands (Strike) | Block: 1, 3, 4 Dodge: 2, 3, 4 Kick: 1, 3 Movement: 1, 3, 4, 5 Push: 1 Strike: 1, 2, 3, 4 Throw: 1, 2 Weapon: 1, 3 Physical: 2 | All Piercing Type and Thrown weapons |
Inferno | +1 | 1d4 | -1 | Hands/ Feet (Vital) | Block: 6 Kick: 5 Lock: 1, 3 Movement: 6, 7, 8, 9 Vital: 1, 2, 3, 4 Weapon: 5, 6 Mental: 2, 5, 8 Physical: 3, 4, 5, 6 | All Piercing Type and Thrown weapons |
Earth | Sand | +1 | 1d2 | -3 | Body (Throw) | Block: 1, 2 Kick: 1, 3 Lock: 1, 3 Movement: 3, 4 Push: 1, 2 Throw: 1, 2, 3, 4, 5 Mental: 1, 2, 3 Physical: 1, 2, 4 | All Blunt Type and Sling weapons |
Stone | +1 | 1d4 | -1 | Hands (Block) | Block: 3, 4, 5, 6 Dodge: 4 Movement: 5, 8, 9 Push: 4 Strike: 1, 2, 3 Vital: 1, 2 Weapon: 3, 4 Mental: 6, 8 Physical: 5, 7 | All Blunt Type and Sling weapons |
Water | Oasis | +1 | 1 pt. | -3 | Legs (Dodge) | Block: 1, 2 Dodge: 1, 2, 3, 4 Kick: 1, 3 Lock: 1 Movement: 1, 2, 3, 4 Push: 1, 2, 3 Throw: 1, 2, 3 Weapon: 2 Mental: 1, 2, 3 | All Entangling Type and Chain weapons |
River | +1 | 1d3 | -1 | Body (Lock) | Block: 3, 4, 5 Kick: 4 Lock: 2, 3, 4 Movement: 7, 8, 9 Push: 4 Strike: 2, 4 Throw: 4, 5 Vital: 4 Weapon: 3, 4 Mental: 6, 8 Physical: 1, 2, 4, 7 | All Entangling Type and Chain weapons |
Maneuver | Effects | Principal Method: Block | 1. Basic Parry | Blocks 1 melee attack. | 2. Parry All | Costs 2 attacks; Blocks all melee attacks. | 3. Weapon’s Length | Maintains opponent out of melee range. | 4. Riposte | Costs 2 attacks; Blocks 1st attack and allows immediate counterattack. | 5. Grappling Block | Blocks 1 melee attack; Pins weapon. | 6. Arrow Parry | Costs 2 attacks; Blocks all missile attacks. | Principal Method: Dodge | 1. Basic Dodge | Dodges 1 melee or thrown weapon attack. | 2. Dodge All | Costs 2 attacks; Dodges all melee or thrown weapon attacks. | 3. Circular Dodge | Dodges 1st melee attack; Puts defender behind opponent. | 4. Inside Dodge Dodges | 1st melee attack; Negates unarmed vs. armed penalties. | Principal Method: Kick | 1. Circle Kick | Adds 1d2 hp to basic damage. | 2. Flying Kick | Leap: Adds 1d4 hp to basic damage. | 3. Backward Kick | Kick rear opponent; Basic damage. | 4. Flip Kick | Adds 1d4 hp to basic damage. | 5. Scissor Kick | Attacks two opponents with one kick; -2 to hit. | Principal Method: Lock | 1. Choke Hold | Takes +1 rounds; Victim passes out. | 2. Locking Block | Pins weapon/limb; +4 to hit with all other attacks. | 3. Incapacitator | Add 1d4 hp to basic damage; limb useless. | 4. Immobilizing | Victim immobilized. | Principal Method: Movement | 1. Feint | Costs extra attack; +3 to hit. | 2. Parting Blow | Opponent cannot counterstrike; Full movement allowed. | 3. Drive | Forces opponent back 1ft./level; Add length of weapon if any. | 4. Prone Fighting | Suffers no kneeling/sitting/prone penalties. | 5. Immovability | Save vs. Paralyzation not to budge. | 6. Leap | Leap 4 ft. up 3ft. forward +1 ft./level from standing start; Leap 8 ft. up 10ft. forward +1 ft./level from running start. | 7. Speed | Check vs. Dexterity -result on 1d20; Result Ö4 = extra #of attacks. | 8. Slow Resistance | Immune to Slow spells. | 9. Light Foot | Run over liquid or semiliquid surfaces; 1 round per level. | Principal Method: Push | 1. Slam | Adds 1d3 hp to basic damage; Save vs. Paralyzation or Knockdown. | 2. Concentrated Push | Push foe 1 ft./level; Knockdown if pushed over 3 ft. | 3. Sticking Touch | While touching, +2 to hit, -2 to AC. | 4. One Finger Push | Concentrated Push at range. | Principal Method: Strike | 1. Iron Fist | 1d6 hp damage plus Strength bonuses with blows. | 2. Crushing Blow | Breaks inanimate objects; 1 attack /round; Adds half level to basic damage. | 3. Eagle Claw | 1d8 hp damage plus Strength bonuses; 1 attack /round. | 4. Razor Slash | 1d4 hp damage; Bleeds for 1 hp/round for 1 round/level additional damage. | Principal Method: Throw | 1. Fall | Takes half damage from falls. | 2. Instant Stand | Negates 1 round penalty for Knockdown. | 3. Trip | Knockdown; Save vs. Paralyzation to avoid. | 4. Hurl | Throws target 1d4 ft.; Adds 1d4 hp to basic damage. | 5. Great Throw | Throws target 1 ft./level; 2x basic damage. | Principal Method: Vital Area | 1. Pain Touch | Victim is at -2 to hit and +2 to AC for 1d3 rounds. | 2. Stunning Touch | Save vs. Paralyzation or be stunned for 1d4 rounds. | 3. Paralyzing Touch | Save at -2 or be Paralyzed for 2d4 rounds. | 4. Distance Death | Pain, stunning, paralyzation or 2x basic damage at a range of 1 ft./level. | Principal Method: Weapon | 1. Fast Draw | +2 to surprise foe; Negates surprise for ambush. | 2. Entangle | Pins foe; Roll strength vs. strength to escape. | 3. Stun | Save vs. Paralyzation or be stunned for damage - Constitution rounds (minimum 1 round). | 4. Weapon Breaker | Automatically breaks normal weapons. | 5. Hit Location | Negates initiative penalty; Called shot at -3 to hit. | 6. Secondary Weapon | Use second weapon of same size at -2 to hit (no penalty if ambidextrous). | 7. Steel Cloth | Use 6 to 10 ft. cloth as a normal spear. | Mental Training | 1. Meditation | 1 hour meditation = 2 hours of sleep. | 2. All Around Sight | Aware of rear and flank attacks; Negates rear and flank bonuses. | 3. Blind Fighting | Penalty is -1 to hit when fighting without sight. | 4. Mental Resistance | +2 to saves vs. Mind affecting spells and Telepathic powers. | 5. Study | Adds +1 to Intelligence, up to racial maximum. | 6. Judgement | Adds +1 to Wisdom, up to racial maximum. | 7. Courtesy | Adds +1 to Charisma, up to racial maximum. | 8. Chi’ Attacks | Can hit as a magical weapon. | 9. Levitation | Floats 5 ft./round/experience level. | Physical Training | 1. Ironskin | -2 to AC when not wearing armor. | 2. Resist Unconcsiousness | Remains active after knockout, sleep, paralysis or negative hp (up to -9). | 3. Perception | +2 bonus to Surprise; +2 bonus to perception based proficiencies or +10% where applicable. | 4. Health Training | +1d8 hp to hp total; Add +1 hp per level thereafter. | 5. Exercise | Adds +1 to Strength, up to racial maximum. | 6. Balance | Adds +1 to Dexterity, up to racial maximum. | 7. Endurance | Adds +1 to Constitution, up to racial maximum. |