Martial Art Skills(DEX Based): Claw Attack (Pummeling) A hand strike that is treated as a 1d6 damage melee weapon Defensive Grappling (Off Hand Parry, Grapple) Works like an unarmed parry, but if successful results in having attacker grappled. Hold (Grappling) As Grapple, but does punch damage each round maintained. Lock (Hold) As Grapple, but escape results in dislocation(3d6 damage). To escape with Bend Bars, requires Resist Pain roll, and does additional damage equal to escaper's Melee Power Bonus. Dislocate (Lock) Requires Target to be in a Lock. forces them out of lock doing 3d6 damage. Throw/Flip (Grappling) Target is thrown to the ground, treat as 3m Fall. Defensive Throw/Flip (Defensive Grappling, Throw/Flip) Works like an unarmed parry, but if successful results in having attacker grappled. Power Block (Pummeling/Weapon Kata) This active parry does damage to attacker. Reflexive Dodge (Dodge) Just like dodge however costs one less AT (can be reduced to zero). Jump Attack (Tumbling, Running, Pummeling/Kicking/Weapon Kata) Character can attack any one in there jump range Weapon Kata (Weapon Use) Allows use of Weapon in Martial art moves. Finger tip Attack Treats attacker as on size smaller Vital Strike (Stun Strike) does damage straight to Endurance Stun Strike Target loses 2d6 AT KO Strike Target must make toughness roll. Stance: Offensive Martial Artist can add to all Attack rolls on round while in stance. The only defensive action allowed while in stance dodging. Stance: Defensive Martial artist can add to all Defensive rolls on round while in stance. The only offensive actions allowed are attacks against grappled foes. Power Punch A 1d6 damage hand strike that takes an extra AT to perform NASS Martial Art conversions: Program Cost: same a skill cost in years x N Culture: by language skill included/ philosophical training Stance: choose based on nature of style. Keep key moves. Other skills may be added. Powers: Zenjoriki Astral Projection Weight Control Meditation Empathic Transmission Divert incoming PSI Presence Sense Sixth Sense PSI CHI Mind Block Weight control Meditation Fill Object with PSI Heal the Mind Healing touch PSI attack positive PSI attack negative PSI Damage bonus PSI Damage reduction PSI Parry Radiate Darkness Radiate Light Gravity Increase Find Weakness PSI Awareness See Aura Flush PSI PSI Absorb positive PSI Absorb negative PSI Atemi Finger tip Attack Stun Attack KO Strike Vital Strike Deaden Pain Dim Mak Disrupt Dark Usage Disrupt Light Usage Induce Sleep Inflict Amnesia Inflict Blindness Inflict Deafness Inflict Dizziness Inflict Illness Inflict Muteness Inflict Pain Inflict Paralysis Psychic Surgery Body Hardening Toughness Coma Recovery Impervious to Cold Impervious to Poison Impervious to Fire Impervious to Fatigue Impervious to Hunger/Thirst Impervious to Pain Summon Inner Strength Death Trance PSI Damage Reduction PSI Damage bonus Special Katas Weapon Kata Mind Block Stance: Offensive Stance: Defensive Blind Fighting Sword PSI Find Weakness Arts of invisibility Stealth Hide Disguise Impersonation Invisibility Alter Aura Escape Artist