More Advanced Atemi Abilities

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Mantisking
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More Advanced Atemi Abilities

Unread post by Mantisking »

I can't remember if I've posted these before, so here they are.

Advanced Healing Atemi: This ability may be used to reverse the effects of a Deathblow, or the Advanced Atemi Ability: Kula Marmman. The character has also become skilled enough to stop bleeding by touching pressure points. If applied with two (2) Melee Rounds (30 seconds) after a successful Deathblow or Kula Marmman attack, the character may revive the dying person and prevent their death. This ability takes four (4) Melee Rounds (1 Minute) to apply fully and correctly. It only takes one (1) Melee Attack to stop blood loss. Pre-Requisite: Duatsu (Healing Atemi).

_____ Yuan Tien Hsueh (Cause Fatigue Atemi): This atemi point, when activated, causes fatigue poisons to be released into the body. It's a slow process, so this ability isn't really effective during combat. The attacker must make a Strike roll of Natural 13 or better. If successful, the effects then take 1D10 minutes to begin. For 1D4 hours, target is -2 (-10%) to all actions due to fatigue.

Kai Men Tien Hsueh (Initiate Coma Heavenly Knowledge): This is a vile but, thankfully, little known ability. When the proper atemi points are activated it causes the target to fall into a coma state. This lasts for 2D4 days! Once a successful attack has been made, it takes 4D6 hours for the coma to start. Pre-Requisite: Kyosho (Neural Atemi).

Kula Marmmam (Most Vital Spot): This attack causes the heart to stop. It must be the first and only attack of the Melee Round, and the character must roll a Natural 18 or better to Strike. If successful the defender dies. The defender may Parry or Dodge this attack. If the defender is unsuccessful in Parrying or Dodging this attack, then they may try to Roll with Punch/Fall/Impact. If this is successful then the defender is not killed, but their current S.D.C. and Hit Points are reduced by half.
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Unread post by Mantisking »

Any comments?
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Slaggy like! :)
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Re: More Advanced Atemi Abilities

Unread post by Nekira Sudacne »

Mantisking wrote:Kula Marmmam (Most Vital Spot): This attack causes the heart to stop. It must be the first and only attack of the Melee Round, and the character must roll a Natural 18 or better to Strike. If successful the defender dies. The defender may Parry or Dodge this attack. If the defender is unsuccessful in Parrying or Dodging this attack, then they may try to Roll with Punch/Fall/Impact. If this is successful then the defender is not killed, but their current S.D.C. and Hit Points are reduced by half.


Fist of the North Star, here we come. . . :D
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Re: More Advanced Atemi Abilities

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Nekira Sudacne wrote:
Mantisking wrote:Kula Marmmam (Most Vital Spot): This attack causes the heart to stop. It must be the first and only attack of the Melee Round, and the character must roll a Natural 18 or better to Strike. If successful the defender dies. The defender may Parry or Dodge this attack. If the defender is unsuccessful in Parrying or Dodging this attack, then they may try to Roll with Punch/Fall/Impact. If this is successful then the defender is not killed, but their current S.D.C. and Hit Points are reduced by half.


Fist of the North Star, here we come. . . :D


OMFG, FotNS!! :lol: Nothing like the good old "exploding head of doom"! Now we just need a "Resist Skyscraper to the Head" Body Hardening power! :lol:
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Re: More Advanced Atemi Abilities

Unread post by Mantisking »

Originally posted by Nekira Sudacne.
Fist of the North Star, here we come. . . :D
Did I say the heart exploded?? :badbad: 8)
Last edited by Mantisking on Thu Oct 21, 2004 10:01 pm, edited 1 time in total.
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Re: More Advanced Atemi Abilities

Unread post by Nekira Sudacne »

Mantisking wrote:
Originally posted by Nekira Sudacne.
Fist of the North Star, here we come. . . :D
Did I say the heart exploded??


yes

Mantisking wrote:Kula Marmmam (Most Vital Spot): This attack causes the heart to explode. It must be the first and only attack of the Melee Round, and the character must roll a Natural 18 or better to Strike. If successful the defender dies. The defender may Parry or Dodge this attack. If the defender is unsuccessful in Parrying or Dodging this attack, then they may try to Roll with Punch/Fall/Impact. If this is successful then the defender is not killed, but their current S.D.C. and Hit Points are reduced by half.


:D :P :lol:
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Re: More Advanced Atemi Abilities

Unread post by Mantisking »

Originally posted by me.
Did I say the heart exploded??

Originally posted by Nekira Sudacne.
yes
You are a bad person. :D
:thwak:
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Unread post by Mantisking »

Revision
Advanced Atemi Ability
Kai Men Tien Hsueh (Initiate Coma Heavenly Knowledge):
This is a vile but, thankfully, little known ability. When the proper atemi points are activated it causes the target to eventually fall into a coma state. This lasts for 2D4 days! Once a successful attack has been made, it takes 4D6 hours for the coma to start. Only a Fingertip Attack can be used for this ability. See page 14 of N&S (Recovering From a Coma) for rules on how to escape a coma. Pre-Requisite: Kyosho (Neural Atemi).
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Unread post by Ten Tigers »

Good stuff.

You always were one of the best contributers around here...
I love a good fight...
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Unread post by Mantisking »

Originally posted by Ten Tigers.
Good stuff.
Thank you. I made a reply to the stuff you posted a while ago. It's probably on the second page by now.

Originally posted by Ten Tigers.
You always were one of the best contributers around here...
"Were"???? What's with the past tense? :)
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Unread post by Ten Tigers »

Mantisking wrote:
Originally posted by Ten Tigers.
Good stuff.
Thank you. I made a reply to the stuff you posted a while ago. It's probably on the second page by now.

Originally posted by Ten Tigers.
You always were one of the best contributers around here...
"Were"???? What's with the past tense? :)


Sorry.

For a guy about to graduate college ya'd think I would have better grammar. I try like hell to visit this place more often, hell, I barely check my own threads anymore...
I love a good fight...
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Unread post by Overlord Rikonius »

Mantisking wrote:
Originally posted by Ten Tigers.
Good stuff.
Thank you. I made a reply to the stuff you posted a while ago. It's probably on the second page by now.

Originally posted by Ten Tigers.
You always were one of the best contributers around here...
"Were"???? What's with the past tense? :)
hey, you remember that congratulatory pat on the back he gave you? yeah, about that...
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Unread post by Mantisking »

Revision
Advanced Atemi Ability
Kai Men Tien Hsueh (Initiate Coma Heavenly Knowledge):
This is a vile but, thankfully, little known ability. When the proper atemi points are activated it causes the target to eventually fall into a coma state. This lasts for 2D4 days! Once a successful Strike of 19 or better has been made, it takes 4D6 hours for the coma to start. Only a Fingertip Attack can be used for this ability. See page 14 of N&S (Recovering From a Coma) for rules on how to escape a coma. Pre-Requisite: Kyosho (Neural Atemi).
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Unread post by Ten Tigers »

Very Special Atemi
The martial artist must make three successful strikes to the head at -6 to strike. The first two strikes have no effect but the third strike renders the victim to an autistic state* of mind until the effect can be reversed with healing atemi.

*all combat skills are at -10 but all science and technical skills which do not require a hands on approach are at +40%, the victim's MA is also reduced to 2d4.


Who's special?
I love a good fight...
Guest

Unread post by Guest »

I like the FoTNSishness of some of that.

Now all it needs is one that allows you enough time to deliver a cool line like "you've got 4 steps left in you, then your lungs will fill up with blood, and you will drown" before they die.
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Unread post by Nekira Sudacne »

Just because I can't resist anymore...


Five Point Finger Open Palm Exploding Head Technique
This is one of the least known and most deadly martial arts techniques. The technique is strangely named, because this atemni uses nither fingers or palm. Instead one strikes at the body with a clenched fist. To use, you must roll a natural 19 or 20. if sucessful, the head will explode. The user of this art can dictate a time limit before the head actually explodes, allowing time for a witty line before his foe dies in a gorey mess.
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Unread post by Prince Cherico »

Nekira Sudacne wrote:Just because I can't resist anymore...


Five Point Finger Open Palm Exploding Head Technique
This is one of the least known and most deadly martial arts techniques. The technique is strangely named, because this atemni uses nither fingers or palm. Instead one strikes at the body with a clenched fist. To use, you must roll a natural 19 or 20. if sucessful, the head will explode. The user of this art can dictate a time limit before the head actually explodes, allowing time for a witty line before his foe dies in a gorey mess.


thats a pretty cool idea nekira
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
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Unread post by Nekira Sudacne »

Misfit KotLD wrote:
Nekira Sudacne wrote:Just because I can't resist anymore...


Five Point Finger Open Palm Exploding Head Technique
This is one of the least known and most deadly martial arts techniques. The technique is strangely named, because this atemni uses nither fingers or palm. Instead one strikes at the body with a clenched fist. To use, you must roll a natural 19 or 20. if sucessful, the head will explode. The user of this art can dictate a time limit before the head actually explodes, allowing time for a witty line before his foe dies in a gorey mess.


AKA the Fist of the North Star technique.


it's a tottally different technique. See, I even gave it a non-related name :quiet:
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You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon
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Unread post by Mantisking »

Brass Horse: The character has studied nerve and meridian charts for animals. This ability's name is a play on the "Brass Man" a learning tool for atemi use. Bonuses: All Atemi Abilities are now able to be used on animals.
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Re: More Advanced Atemi Abilities

Unread post by Mantisking »

gadrin wrote:boo! you changed the power !

I had to, it was a little too brutal without the target number.

gadrin wrote:I was watching an ep of Star Trek Enterprise last night when the Vulcan lady delivered the Neck Pinch and the guy collapsed. I like the original (above) :lol:

Except the coma doesn't kick in immediately. The Vulcan Nerve Pinch is closer to a Super Paralysis Atemi.

gadrin wrote:BTW are there any powers (Atemi or not) that heal disease ?

Chi Healing?
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