Martial Enhancement
Martial enhancement [Major] by Iczer
'Yeah...I'll give you chop-suckey, you ninja wannabe's'
The character can channel power into his hands and feet gaining additional strength and power as he grows. this power is unique to each character that posesses it, expressing itself according to whim and will.
1) Charge hands: The character can increase the power of his limbs for the purposes of hand to hand combat. The character gains an arsenal of abilities that enhance his strikes in melee combat. At first level, he has limited access and selection, but he grows as he gains levels.
2) Number of enhancements: The character knows four enhancements, plus one more at levels 2,4,6,8,10,12 and 14.
3) Number of enhancements usable at once: at first level the character can use only one enhancement at a time, though he may swap out one enhancement once per round (does not count as an action) at Levels 3,5,7,9,11,13 and 15 he may use another enhancement at the same time.
4) Speed of change: At first level, the character can choose to add or subtract enhancements, once per round without using an action. At levels 3,6,9,12 and 15 he may shift an additional enhancement as part of that action. At level 5 he may expend an action to make additional shifts.
5) Enhancement list: The following enhancements are available to the character, to customise his own choices of bonuses:
- +1 to parry (may be selected up to 3 times)
- +1 to strike (May be selected up to three times)
- +1D6 damage (May be selected as many times as desired)
- Energetic strike: Converts all damage done to a singular strike of energy (select one of choice)
- Armour peircing: ignore 4 points of a target's AR (natural or otherwise)
- Striker: Blows from this character may attack unnusual targets. consider this character's PS to be supernatural when determining if a foe may be hurt by this strike. In addition, the character can parry swords and even bullets with the limb (no special bonuses, just unable to be hurt in the process)
- Flurry: the character can make an extra attack with the charged limb in the given melee
- Deadly: The critical chance on this limb is raised by one
- Hammer: When considering the force used by this blow, consider the damage to be doubled when determining knockback
- Agonising: The target must make a Saving throw Vs pain (14+) when struck or be staggered by the blow (-2 to all combat actions for 1d4 rounds, and lose one melee attack in this round)
- Crippling: Target of this blow must make a saving throw (14+ PE bonuses apply) or take one minor injury (refer to the injury section of HU2)
- Harming: The character can harm people otherwise immune to harm. This attack inflicts half damage to foes otherwise resistant or immune to the attack (such as invulnerable characters). applied twice it may inflict full damage.
- Deadly: the damage inflicted by a deadly blow is 1/10th normal, but is applied directly to HP.
6) Limitations: The bonuses apply to only one limb at a time, so losing or incapacitiating the limb can prove inconvenient. the character split his bonus enhancement across his limbs (left arm = +1 parry, Right arm +1d6 Damage (electrical), Left leg = flurry, etc..). In addition, when unconscious or stunned, the bonuses leave at the normal rate of one per round. If the character wants to turn off the effect (for example it would be inconvenient to have a flaming hand) he can shut it off at his normal rate. at low levels that may be a while. Lastly, any enhancement applied to a limb is obvious in appearance (even if not obvious in effect). the limb hums with power and crackles/glows.
7) Other bonuses: +4 initiative. In addition, as soon as any enhancement is active he enjoys +2 to PP +6 to Spd and may attempt to parry projectiles (-0) or bullets (-2) or energy blasts (-4). +1 attack when any enhancement is active.