M&M - Power Profile-Martial Powers

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POWER PROFILE: MARTIAL POWERS POWER PROFILE: MARTIAL POWERS POWER PROFILE: MARTIAL POWERS In the struggle of good and evil, both sides must fight, and Martial Powers give you an edge in any battle. From training in unarmed combat to esoteric secret techniques of the martial arts masters, these powers enhance combat skills and provide maneuvers and techniques that can make a skilled fighter the equal of a superhuman foe. MARTIAL DESCRIPTORS The following are important descriptors for martial powers: Chi: Martial powers are often described as harness- ing the internal “energy” of spirit, will, or life force, called chi (Chinese) or ki (Japanese). This may or may not be the same as other types of “life force” (see the Life Powers profile) and in some settings, chi is a supernatural or mystical power, associated with spirits and magic, although it may not be the same as the magic descriptor. Gamemasters should consider the interaction between chi and other, similar, descriptors in the context of the setting. Chi-based powers may be part of an array of Alternate Effects sharing the descriptor, all drawing upon the character’s chi. So you might, for example, have a Chi array with Breaking Blow, Chi Balance, Chi Focus, and Kiai Shout, the three lowest cost powers as Alternate Effects of the power with the highest cost, but usable only one at a time, due to the need to “refocus” the character’s chi on a different use. Martial: Powers with this descriptor are broadly related to fighting, but most typically refer to differ- ent kinds of martial arts, whether known real-world styles or fictional martial arts existing only in the game setting. While martial powers are often also talents (see the following), acquired through train- ing and practice, they do not necessarily have to be; many comic book martial artists have extraordinary powers from harnessing their chi or learning secret esoteric techniques involving mystic forces. Talent: As discussed in the Talent Powers profile, some “powers” are actually the result of skill, training, or innate talent. Gamemasters may wish to further differentiate between talents acquired through train- ing and practice (more akin to skills) and those ac- quired as a birthright or innate knack. This descrip- tor can be important in distinctions between true powers and “human” capabilities in some settings. Countering: Martial powers are most useful for countering each other, using an action to perform a particular combat maneuver to neutralize an op- ponent’s action. Martial powers involving additional descriptors, such as chi or things like nerve or muscle manipulation, may be able to counter other sorts of powers. For example, a chi descriptor can counter other chi descriptors and possibly some psychic, mental, or magical powers. Similarly, powers affect- ing the body, mind, or life force might counter certain chi descriptor effects. MARTIAL FEATURES Potential Feature effects for martial powers include: Esoteric Style: You are trained in an especially obscure or secret style of martial arts. Only those fa- 1 1 POWER PROFILE: MARTIAL POWERS POWER PROFILE: MARTIAL POWERS

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Power Profile: Martial PowersPower Profile: Martial PowersPower Profile: Martial Powers

In the struggle of good and evil, both sides must fight, and Martial Powers give you an edge in any battle. From training in unarmed combat to esoteric secret techniques of the martial arts masters, these powers enhance combat skills and provide maneuvers and techniques that can make a skilled fighter the equal of a superhuman foe.

Martial DescriPtorsThe following are important descriptors for martial powers:

• Chi: Martial powers are often described as harness-ing the internal “energy” of spirit, will, or life force, called chi (Chinese) or ki (Japanese). This may or may not be the same as other types of “life force” (see the Life Powers profile) and in some settings, chi is a supernatural or mystical power, associated with spirits and magic, although it may not be the same as the magic descriptor. Gamemasters should consider the interaction between chi and other, similar, descriptors in the context of the setting. Chi-based powers may be part of an array of Alternate Effects sharing the descriptor, all drawing upon the character’s chi. So you might, for example, have a Chi array with Breaking Blow, Chi Balance, Chi Focus, and Kiai Shout, the three lowest cost powers as Alternate Effects of the power with the highest cost, but usable only one at a time, due to the need to “refocus” the character’s chi on a different use.

• Martial: Powers with this descriptor are broadly related to fighting, but most typically refer to differ-ent kinds of martial arts, whether known real-world styles or fictional martial arts existing only in the

game setting. While martial powers are often also talents (see the following), acquired through train-ing and practice, they do not necessarily have to be; many comic book martial artists have extraordinary powers from harnessing their chi or learning secret esoteric techniques involving mystic forces.

• Talent: As discussed in the Talent Powers profile, some “powers” are actually the result of skill, training, or innate talent. Gamemasters may wish to further differentiate between talents acquired through train-ing and practice (more akin to skills) and those ac-quired as a birthright or innate knack. This descrip-tor can be important in distinctions between true powers and “human” capabilities in some settings.

• Countering: Martial powers are most useful for countering each other, using an action to perform a particular combat maneuver to neutralize an op-ponent’s action. Martial powers involving additional descriptors, such as chi or things like nerve or muscle manipulation, may be able to counter other sorts of powers. For example, a chi descriptor can counter other chi descriptors and possibly some psychic, mental, or magical powers. Similarly, powers affect-ing the body, mind, or life force might counter certain chi descriptor effects.

Martial featuresPotential Feature effects for martial powers include:

• Esoteric Style: You are trained in an especially obscure or secret style of martial arts. Only those fa-

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miliar with it can recognize your fighting style or use Analyze Style on you (see Offensive Powers).

• Hands as Weapons: In situations where being armed is important, you are always considered armed, even when you have no weapons in-hand.

• Potent Chi: Your life force is so abundant and focused that you can make it visible to others by con-centrating, creating a faint aura of light or a shimmer between your hands good for an interaction bonus.

ability MoDifiers

Some martial powers involve modifying the character’s basic Strength Damage effect, or possibly some other abili-ties, to reflect extraordinary training or talent. In some cases, these modifiers reflect a permanent change in the trait and are applied directly. In others, particularly Strength Damage, they are more often Alternate Effects of that trait, leaving the basic trait unchanged and usable in its basic form.

Some examples of modifiers applied to abilities and other traits include:

• Alternate Resistance for Strength Damage target-ing nerve clusters or vital spots, bypassing Tough-ness and resisted by Fortitude or Will instead.

• Impervious Toughness, possibly Sustained, to repre-sent breath- and muscle-control, and use of chi, to “harden” the skin and resist harm or avoid the worst of an attack.

• Incurable Strength Damage to represent the use of “poison chi” or secret techniques to cause lasting, difficult-to-cure damage.

• Insidious Strength Damage for rapid, light strikes that seem to cause no harm (little more than a light touch or tap) but which actually cause significant damage.

• Multiattack for a flurry of Strength Damage attacks directed at one or multiple targets.

• Penetrating for Strength Damage able to overcome Impervious Toughness.

• Reversible Strength Damage for chi effects you can “withdraw” from a target, immediately curing the damage.

• Secondary Effect Strength Damage for a double-strike or “one-two” combo attack.

Martial arts styles

As the M&MGamemaster’sGuide makes clear in the Fight-ing Styles section (pages 186–189), you can represent training in particular fighting styles using “packages” of advantages (and, in some cases, skills).

Characters with martial powers may well have some of these fighting styles, and some of the advantages can come from Enhanced Trait effects, making the styles them-selves into martial powers rather than regular advantages. This can represent, for example, a hero who gains some or all of his fighting style from a mystical talisman, applying

the Removable modifier to the Enhanced Traits, or having a Power Loss complication. The same might be the case for a character who gains fighting style advantages from a spiritual ritual, or relationship with a higher power.

Fighting stances can be an array of different styles, where the character can switch between them.

In settings with a significant martial arts subculture, the GM may permit those trained in a fighting style to acquire a variation of the Well-informed advantage (Hero’sHand-book, page 89), substituting the higher of attack bonus or active defense for interaction skill, but limited solely to knowing about prominent fighters, their styles, and related information.

offensive PowersSince martial powers focus on fighting, offensive powers are the most common, ranging from particular fighting techniques to enhancements of a character’s fighting ca-pabilities.

analyze style

By observing and analyzing a foe’s fighting style and tech-nique, you can find weaknesses you can exploit to your advantage. If the target fails to resist, you gain an advan-tage due to the drop in the target’s active defenses until the target manages to cover the opening by realizing (through defensive fighting skill) what you are doing. A variant form of this power may impose different condi-tions, such as Impaired and Disabled.

Analyze Style: Perception Ranged Affliction (Resisted and Overcome by Will; Vulnerable, Defenseless), Conditions Limited to Your Attacks, Limited Degree, Insidious, Subtle •2points+1pointperrank.

berserker rage

You can fly into a berserk rage in combat, making you strong and fearless, but heedless of your own safety. The GM may set a limit on the ranks of Strength you can gain from this power, or allow additional Strength-based Damage to be layered on top of the Enhanced Strength.

Berserker Rage: Enhanced Advantage 1 (Fearless), Enhanced Strength, Sustained, Quirk (–1 to active defenses, –2 points) •1point+2pointsperadditionalStrengthrank.

breaking blow

With a moment of focused concentration, you can strike “through” an object with tremendous force, allowing you to smash wood, or even stone and steel, with your bare hands. You may combine this with a Power Attack maneu-ver for additional effect.

Breaking Blow: Strength-based Damage, Penetrating, Limited to Objects, Activation (move action, –1 point) •1pointforrank2,+1pointperadditionalrank.

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chi strike

You focus your internal energies into a powerful unarmed strike, greater than just your physical strength. This power often has a flaw like Tiring to represent the drain on the wielder’s energy.

Chi Strike: Strength-based Damage •1pointperrank.

DiM Mak

You have mastered the legendary dim mak, or “death touch” attack, allowing you to introduce “poison chi” into a target’s system that eventually destroys them from within. Progression beyond incapacitated takes the character’s condition to dying. Some forms of Dim Mak are also In-sidious and Subtle.

Dim Mak: Affliction (Resisted and Overcome by Fortitude; Fatigued and Impaired, Disabled and Exhausted, Incapacitated), Extra Condition, Progressive, Reversible •1point+4pointsperrank.

ear boxing

A double-strike to a target’s vulnerable ears provides a distraction. This power is an effective power stunt for Strength Damage for a martial artist faced with an incred-ibly tough or otherwise invulnerable target.

Ear Boxing: Affliction (Resisted and Overcome by Will; Dazed and Impaired, Disabled and Stunned), Extra Condition, Limited Degree •1pointperrank.

ghost fighting

You know esoteric techniques to focus your inner ener-gies to strike ghosts and other incorporeal supernatural beings, where material attacks normally would not.

Ghost Fighting: Strength Damage Affects Insubstantial •1point(halfDamagerank)or2points(fullDamagerank).

kiai shout

You have learned the art of kiai, a fierce battle shout, com-bined with breath control and harnessing your personal energy to produce a variety of effects. The basic kiai shout is intended to rattle and unnerve your opponents, leaving them vulnerable when you attack.

Kiai Shout: Cone Area Affliction (Resisted and Overcome by Will; Dazed and Vulnerable, Stunned and Defenseless), Extra Condition, Hearing-Dependent, Limited Degree •1pointperrank.

More exotic kiai powers involve effects more akin to those found in the Sonic Powers profile, including producing damaging sonic blasts with just your voice.

natural fighter

While some gain their fighting talents from years of study and training, others are naturally gifted, or supernaturally gifted, gaining some advantages from esoteric arts, the blessings of higher (or lower) powers, mystical insights, and so forth.

Natural Fighter: Enhanced Advantage •1pointperrank.

Defensive PowersDefensive martial powers rely on greater acrobatic and fighting skill to avoid harm or strike back at attackers.

catfall

Training and technique allow you to easily land on your feet after a fall and to twist, tumble, and roll so you suffer no harm in the process.

Catfall: Enhanced Advantage 1 (Instant Up), Movement 1 (Safe Fall), Limited to distance rank 0 •2points.

counterstrike

Your fighting reflexes are so highly attuned that simply attacking you risks a forceful counterattack. The power’s rank is limited to the Damage rank of your normal attack, typically Strength Damage.

Counterstrike: Reaction Damage (when attacked in close combat), Attack Check Required •3pointsperrank.

Deflecting Projectile

You can block ranged attacks by hitting them with a thrown or launched projectile of your own, from knocking a throwing star out of the air by tossing a pair of chop-sticks (or another handy object) to deflecting a bullet by shooting it with one from your own gun, for example.

Deflecting Projectile: Deflect, Quirk (requires a projectile or throwing weapon, –1 points) •1pointforrank2,+1pointperadditionalrank.

MoveMent PowersThe athletic skill and agility associated with martial powers may allow characters to move in unusual ways, giving them a tactical advantage in combat.

feather steP

You can stand on surfaces that normally would not support your weight, like a thin tree branch, sheet of paper, or the top of snow, without sinking or damaging the surface, and able to move normally.

Feather Step: Movement 2 (Trackless, Water-walking), Limited to solid surfaces •2points.

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run uP walls

You can run short distances up or along vertical surfaces like walls. You can only do so while moving (you cannot stand still on a vertical surface) and only for one move action, after which you must move to a horizontal surface or fall. With an Acrobatics check, you can run up a wall, then kick off and flip over and behind a pursuer to catch them by surprise. Treat this like a use of Agile Feint (Hero’sHandbook, page 79).

Run Up Walls: Movement 2 (Wall-crawling), Limited to one move action, Limited to while moving •1point.

wire-fu

You have superhuman leaping and acrobatic abilities, like the “wire work” of characters in martial arts films. Typically this power is fairly automatic, but you might apply the Ac-robatics Check Required modifier to lessen its cost.

Wire-Fu: Leaping •1pointperrank.

utility PowersMartial utility powers enhance a fighter’s ability to over-come or ignore obstacles along with various side benefits that extend to things other than just fighting.

blinD fighting

You have trained to move and fight without the use of your eyes, allowing you to more easily deal with darkness, blind-ness, and foes concealed from you in various ways using only your ears. Some users of this technique are truly blind, compensating with this power for their fighting skills.

Blind Fighting: Senses 2 (Accurate Hearing) •2points.

A slightly less expensive (and cinematic) version of this power is Enhanced Advantage (Precise Attack) for close attacks against concealment. Unlike the full version, it does not affect ranged attacks or awareness of your sur-roundings, however.

chi balance

Manipulating trigger points and meridians and using your own internal energy allows you to balance an align a pa-tient’s energies to treat and cure various maladies. Healing modifiers like Energizing, Persistent, and Restorative are common for this power. A Quirk involving the treatment taking at least 10 minutes (making it usable only outside of action time) is also common, worth –2 points.

Chi Balance: Healing (chi) •2pointsperrank.

chi focus

By focusing your internal energy through meditation techniques, you can enhance your abilities in different

ways. Common chi focus traits include Strength, Stamina, Agility, and Awareness, along with Fortitude and Will. If you can enhance different traits, but not all at once, make the additional ones Alternate Effects of the first.

Chi Focus: Enhanced Trait, Sustained •1pointperrank.

chi reaDing

You can “read” or scan the internal energies of another creature, feeling their degree of health and balance from those energies. Among other things, Chi Reading is useful for diagnosing blockages and other maladies involving a subject’s chi. Note that the base power is not ranged, requiring you to examine the subject close up (although you are not required to touch). To read chi from a greater distance, apply an additional rank of Senses for Ranged.

Chi Reading: Senses 3 (Detect Chi, Acute, Analytical) •3points.

seconD winD

Your determination, willpower, and perhaps internal energy allow you to shake off the effects of damage and keep fighting. Once you have used your Second Wind in a conflict, you cannot use it again until you have had an op-portunity to rest (“resetting” the Trigger modifier).

Second Wind: Healing, Triggered 1 (when suffering two or more degrees of damage), Limited to Self •1point+1pointperrank.

other Martial PowersMartial powers are strongly related to Talent Powers. Indeed, many of them can be considered talent powers as well (having the “talent” descriptor) and particular talent powers, such as Flurry, Hurt Anything, Pressure Points, Strik-ing Power, and Perfect Defense, can be considered martial powers, due to their focus on combat. Perfect Balance suits many martial characters for the ability to perch atop a single tree limb or narrow rooftop, for example.

Likewise, some Strength Powers can be considered martial powers, since they affect how the character uses Strength (and Strength Damage). Modest ranks of Strength Boost, Power-Lifting, and Raging Strength may be martial powers, and powers like Shockwave and Thun-derclap can suit some powerful martial artists who use chi power rather than sheer Strength to achieve their effects.

Given links between chi and good fortune, Luck Powers may also be martial powers or have a chi descriptor applied to them. Luck Powers can suit “drunken master” and “monkey style” martial artists who specialize in seem-ingly stumbling their way into lucky situations to over-come their foes.

Martial coMPlicationsThe power of mastering combat comes with its own com-plications, and martial characters may deal with some of the following.

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Disability

As mentioned under Blind-Fighting, a martial artist may be truly blind; sufficiently skilled to compensate for pur-poses of fighting and getting around (using an effect like Accurate Hearing) but still unable to appreciate many of the things sighted people do, such as reading, art, or the simple beauty of a beloved’s smile. Instances where the disability hinders the character warrant a hero point award.

Similarly, some martial artists bear the scars of their train-ing and experience and might have other disabilities including (but not limited to): hearing loss, lost append-ages (a finger or two for a former Yakuza, for example, or a whole limb from a duel or accident), or limited mobility. Scarring and other cosmetic damage is covered under the Prejudice complication, as it affects how others see and react to the character, rather than limiting any abilities.

eneMy

Martial artists often have enemies, or make them during their fighting careers. The most common type of enemy is a former fellow student, pupil, or even teacher at odds with the character’s beliefs. Perhaps a former classmate or pupil wants secret knowledge the character possesses, or simply envy’s the character’s success. A foe defeated in a previous fight might come back looking to even the score, obsessed with revenge (see Obsession) or a need to restore lost honor.

honor

Honor is a common theme for warriors of all stripes, so those focusing on martial powers often have strong codes of honor and behavior, following “the way of the warrior” in one fashion or another, whether the Bushido of the samurai or the Code of the Old West. Amongst other things, honorable warriors keep their word and do not take undue advantage of opponents, seeking to win through as fair a test of mettle as possible. They can count on less honorable foes trying to take advantage of their code, and must rely on being more capable than them to ensure honor wins out.

Motivation

Martial types tend to be highly motivated, since they wouldn’t have such extraordinary levels of ability if they were not! Each is driven by a different cause, however. Some simply seek to Do Good with their abilities, while others feel the weight of Responsibility upon them, perhaps due to oaths they have sworn to teachers, mentors, or family. Other wielders of martial powers seek Justice for wrongs done to them or to loved ones, or simply to promote justice for all.

obsession

A step beyond those martial artists who seek justice are the ones obsessed with vengeance. Bloody vendettas against sworn enemies are common in martial arts stories, and characters may be seeking those who killed a family member, loved one, or teacher in order to finally even the score. Others are seeking revenge for a personal embar-rassment or the loss of honor, perhaps carrying a scar or other reminder of the incident (see Disability).

Power loss

Many martial powers come from training or talent, making them difficult to lose except due to some damage to the character’s body or mind (which tends to imply greater complications than mere power loss). Chi-based powers might be lost or weakened due to an imbalance in the character’s internal energies or the influence of “poison chi” in the body, creating a power loss complication until the condition is dealt with. An enemy might even do this to temporarily weaken the character in order to win a victory.

rivalry

When characters are “the best at what they do” others are going to come along to test that assertion. Masters of different forms of combat often encounter young Turks eager to make names for themselves by defeating a leg-endary foe, and martial artists are themselves often quite proud of their abilities. They may find it hard to resist an opportunity to prove them in the heat of combat against a worthy adversary. Indeed, a true master may spend con-siderable time looking to find such a foe, in order to dis-cover if there is anything more to learn.

weakness

One weakness associated with martial powers and fight-ing styles is an otherwise powerful style or fighting tech-nique with a serious flaw, leaving the character open or vulnerable to a particular kind of attack, if someone knows how to exploit it. For example, a particular practice of gathering and controlling chi might leave the charac-ter vulnerable to a precise strike to the solar plexus, which causes the gathered energy to explode out of the body and leaves the victim incapacitated. Or aligning to a par-ticular type of martial energy or element, say fire or metal, might leave the character vulnerable to an opposing force like water, cold, or fire.

Often this type of Weakness complication starts out as a Secret instead; the character working to keep the truth about the Weakness from getting out so enemies can exploit it. Once it is known, it goes from being a Secret to a true Weakness (at least for that particular foe).

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