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"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."

 

 

 

You must have 2 or more WIS and be able to wield effective weapons without them being [clumsy] for you.

 

 

 

 

 

Fistmaster General

When unarmed, wearing no armor, not using a shield, and not shapeshifted, you are considered Balanced. While Balanced, you can't use any move other than Brawl to deal damage. However, your damage from using Brawl is treated as lethal.

Choose two out of the three from the list below; you gain those two while Balanced. You can only choose these once.

  • Stunning Good Hooks

    • When you use Brawl, your fists each count as forceful weapons; you can ignore up to 2 armor while doing physical damage. On a 10+, render your target Helpless at the end of your turn. You can't also gain Jazz Hands.

  • Knucklebuster

    • When you use Brawl, you can do 2d5+2 on a 10+ and 2d4+2 on a 7-9 (instead of 2d4 on 10+ and 1d6 on a 7-9).

  • Jazz Hands

    • Your damage from Brawl is magical, and ignores armor. Any armor you have now applies to magical damage, not physical damage. You can't also gain Stunning Good Hooks.

 

Sage Defense

Requires: Fistmaster General

While Balanced, add your Wis as a bonus to your armor. Your total armor bonus (including any other bonuses) may not exceed +4. Additionally, when you use Brawl and are Balanced, your enemies don't gain +1 forward against you on a 9 or lower.

 

Flurrious

Requires: Fistmaster General

While Balanced, your limbs are a blur of powerful motion; add +2 to your Brawl damage.

 

A Little Extra Kick

Requires: Fistmaster General

While Balanced, you may use Brawl as an interrupt for half damage (1d5+1 on a 10+ and 1d4+1 on a 7-9).

Out of Mind, Out of Body

Requires: Fistmaster General

Interrupt

While Balanced, you may purge your body of impurities by closing your eyes and meditating. Roll 2d6+WIS.

  • On a 10+ choose 2

  • On a 7-9 choose 1

    • Remove one debility from yourself

    • Remove one disease from yourself

    • Remove one control effect from yourself

  • On a 6 or lower you lose this ability until the next sunrise.

 

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