Martial Styles: The Way of the Elements


These styles are based on a study of and efforts to harmonize with the natural elements, either focusing on a particular element or by working with all of them.
The practitioner develops their Chi or life force and uses this energy to animate and enhance the elements, either internal such as the body or external such as the environment. Meditation, special exercises and diets are the primary methods for this development. The 5 primary elements are studied, the 6th element Void is less understood and studied secretly. if at all.
Practitioners respect the Grand Dragons and will sometimes study Affinity magic as well.
The primary skills for each element are the same, but how they are applied is influenced by the different elements


The Way of the Elements

Students

5 points.
Students are taught basic principles of the elements and simple combat skills. 
Primary Skills: Judo; Karate; Meditation; Philosophy (Elementalism),


Adepts

 5 points
Adepts must have learned specific techniques and skills based on at least one element.
Earth
  • Skills: Lifting.
  • Techniques:Aggressive Parry (Karate); Counterattack (Karate); Dual-Weapon Attack (Earth Hammer); Exotic Hand Strike; Hammer Fist; Jam; Stamp Kick
  • Perks: Burial; Iron Body Parts (Any); Off-Hand Weapon Training (Any); Special Training (Immovable Stance); Special Training (Lizard Climb on earth); Sure-Footed (earth with bare feet), Unusual Training (cinematic skills); Weapon Adaptation (Earth Hammer to Smallsword).
  • Cinematic Skills: Immovable Stance; Lizard Climb.
  • Optional Skills: Axe/Mace; Broadsword; Immovable Stance; Innate Attack (Projectile); Judo; Knife; Parry Missile Weapon; Smallsword.
  • Optional Advantages: Ambidexterity; Arm ST*; Fit or Very Fit; High Pain Threshold.
  • Optional Disadvantages: OPH (Dirty/Don't mind being covered in dirt); Overconfidence; Quirk (Bare feet).
Fire
  • Skills: 
  • Techniques: Arm Lock (Judo); Armed Grapple (Broadsword); Back Kick; Choke Hold (Broadsword); Disarming (Broadsword); Dual Weapon Attack (Broadsword); Dual Weapon Attack (Whip); Elbow Strike; Exotic Hand Strike; Feint (Karate or Broadsword); Hammer Fist; Jump Kick; Kicking; Spinning (Broadsword); Spinning Kick; Spinning Punch; Stamp Kick; Sweep (Judo or Karate).Whirlwind Attack (Flame Blast).
  • Perks: Hot Metal; Illumination; Inner Heat; Off-Hand Weapon Training (Any); Scattering Ashes.
  • Cinematic Skills:
  • Optional Skills: Broadsword; Fast Draw (Broadsword); Innate Attack (Projectile); Jumping; Knife; Parry Missile Weapons; Whip.
  • Optional Advantages: Ambidexterity; Combat Reflexes.
  • Optional Disadvantages: Bad Temper; Impulsiveness; Quirk (Exhale Smoke when Angry).
Metal
  • Skills:
  • Techniques:
  • Perks: Exude Metal; Exude Water; Inner Compass; Iron Skull; Striking Surface; Ultimate Blade.
  • Cinematic Skills:
  • Optional Skills: Innate Attack (Projectile).Skating; Skiing.
  • Optional Advantages:
  • Optional Disadvantages:
Water
  • Skills: Swimming
  • Techniques: Arm Lock; Dual Weapon Attack (Whip); Hammer Fist; Sweep (Judo, Karate, or Sumo Wrestling).
  • Perks: Form Mastery (any weapon); Grip Mastery (any weapon); Naval Training;  Ramming Speed; Sure-Footed (Ice; Water); Off-Hand Weapon Training (Whip); Push Kick; Unusual Training (Push, may not move or step).
  • Cinematic Skills: Push.
  • Optional Skills: Axe/Mace; Broadsword; Knife; Innate Attack (Projectile); Parry Missile Weapons; Spear; Staff; Throwing (Spear or Boomerang); Whip.
  • Optional Advantages: Versatile.
  • Optional Disadvantages: Quirk (Pushes Local Water Away when Angry).
Wood
  • Skills:
  • Techniques:
  • Perks: Exude Fuel; Thorns; Ultimate Stave.
  • Cinematic Skills:
  • Optional Skills: Innate Attack (Projectile); Running
  • Optional Advantages:
  • Optional Disadvantages:
Void
  • Skills: Acrobatics or Aerobatics.
  • Techniques: Acrobatic Stand, Arm Lock (Judo or Staff); Armed Grapple (Staff); Attack from Above (Karate or Staff); Back Strike (Staff); Breakfall; Choke Hold (Staff); Disarming (Staff); Dual Weapon Defense (Staff); Evade; Exotic Hand Strike; Sweep (Judo or Staff); Trip. Roll with Blow; Springing Attack; Whirlwind Attack (Staff).
  • Perks: Grip Mastery (Staff); Rapid Retraction (Kicks); Rapid Retraction (Punches); Shtick (Spinning Staff); Signature Gear (Staff); Sure Footed (any); Unusual Training (any cinematic skill or technique); Weapon Bond (Staff).
  • Cinematic Skills: Mental Strength.
  • Optional Skills: Broadsword; Innate Attack (Beam); Parry Missile Weapons; Smallsword; Philosophy; Spear.
  • Optional Advantages: Combat Reflexes; Enhanced Dodge; Fit or Very Fit.
  • Optional Disadvantages: Disciplines of Faith (Ritualism); Pacifism (any); Quirk (Distinctive Appearance); Quirk (Powerful Sneezing); Vows (various).

Elemental Powers

The below abilities are often purchased as alternative abilities of each other as either a single set or specific elemental sets (giving more redundancy). Name and costs are listed, see GURPS Thaumatology: Chinese Elemental Powers for specific builds with a cost in (). Additional material adapted from this thread on Bending (Avatar, the Last Air Bender).

Basic Abilities: Inner Awareness (18).
Advanced Abilities: Inner Discrimination (34); Life of the Tortoise (9).

Earth

Most expensive ability 54 points.
Internal

  • Avalanche (11).
  • Earth Climb: Clinging (Bending -10%; Earth Surfaces Only -20%) [14].
  • Earth Sight: Vibration Sense (Only through earth 0%) [10] + Acute Sense* 0 (Vibration) [2/lvl].
  • Holding Water (14).
  • Skin of Earth (15).
  • Stone Frame (26).
  • Touching the Kidneys (9).
External:

  • Commanding Earth (6).
  • Create Tunnel: Tunneling* [30 + 5/lvl].
  • Dust Cloud (13).
  • Earth Bind: Binding* (Bending -10%; Environmental, target must be on earth -20%) [1.4/lvl]
  • Earth Hand: TK* (Bending -10%; Earth Only -40%) [2.5/lvl].
  • Earth Surfing: Enhanced Move* (Ground; Bending -10%) [18/lvl].
  • Knowing Hidden Stone (18).
  • Pelt with Stones: Innate Attack 2d cr (Bending -10%; Blockable -10%) [4/lvl]. May add Rapid Fire* for RoF 2 +2/lvl; RoF 3 +2.5/lvl; RoF 4-7 +3.5/lvl; RoF 8-15 +5/lvl.
  • Shaking the Ground (54); Storm of Stones (25).
  • Quicksand: Binding (Bending -10%; Engulfing +60%; Environmental, target must be on earth -20%; Unbreakable +40%) [3.4/lvl]. May add area for +1/lvl per area increase.
  • Sandjet: Innate Attack 1d cr (Bending -10%; Cone 4 yd base +90%; DR*10 -70%; Link +10%; Requires Loose Earth/Sand -20%; Secondary: Blinding +100%) [10] + Innate Attack* (Bending -10%; Cone 4 yd base +90%; Double Knockback +20%; No Wounding -50%; Nuisance: Roaring Wind -5%; Requires Loose Earth/Sand -20%; Variable +5%) [6.5/lvl].
  • Sandstorm: Obscure 1-10 (Area* +50%, Persistent +50%; Requires Loose Earth/Sand -20%) [3.6/lvl]. May increase area for +1/lvl per area increase.
  • Shape Earth: Control Earth* (Bending -10%) [18/lvl]. May add Ranged +8/lvl.
  • Stone Fist: Claws (Blunt; Only while DR is active -10%) [3] + Perk: Hard Striking Surface [1] + DR* (Bending -10%; Max Use 30 sec -75%; One Arm -40%; Temporary: Ham-Fisted -10%) [1/lvl]. May buy off "One Arm -40%" raising the DR cost +2/lvl.
  • Stone Missile: Innate Attack* Cr (Bending -10%; Blockable -10%; Inaccurate -5%; Requires Earth -20%; Variable +5%) [3/lvl]. May buy Increased Range 5x for +1/lvl.
  • Stone Spire: Innate Attack* Cr (Area* +50%; Bending -10%; Environment, must be on earth -20%; Low Signature +10%; Nuisance: creates a pillar of stone -5%; Overhead, actually underneath +30%; Variable +5%) [8/lvl]. Each area increase adds +2.5/lvl.
  • Stone Wall: Innate Attack 4, DR 12 HP 2 (Area* 1 +50%; Bending -10%; Duration: Permanent +150%; Inaccurate -5%; Persistent +40%; Requires Earth/Stone -20%; Variable +5%; Wall: Rigid +30%) [68]. May increase area at +10/area increase.

Fire


Most expensive ability 25 points.
Internal:

  • Flame Breath (3); 
  • Forge (25); 
  • Heat Endurance (19); 
  • Lightened Body (8); 
  • Smoke Endurance (7);
  • Touching the Lungs (9).
External:

  • Breath of Fire: Temperature Tolerance* (Cold Only -50%) [.5/lvl].
  • Create Fire: Create Fire* (Bending -10%) [9/lvl]. May add Ranged for +4/lvl.
  • Commanding Fire (16).
  • Fiery Eruption: Innate Attack* Burn (Area* 1 +50%; Bending -10%; Emanation -20%; Half Power at Night -20%; Incendiary +10%) [5.5/lvl]. Each area increase adds +2.5/Lvl.
  • Fire Knives: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Melee: Destructive Parry +10%; Melee: Dual +10%: Melee: C -30%) [3/lvl].
  • Fireballs: Innate Attack* Burning (Bending -10%; Blockable -10%; Half Power at Night -20%; Inaccurate -5%; Incendiary +10%; Increased Short Range x5 +10%; Variable +5%) [4/lvl]. May add Rapid Fire* for RoF 2 +2/lvl; RoF 3 +2.5/lvl; RoF 4-7 +3.5/lvl; RoF 8-15 +5/lvl.
  • Flame Blast‡: Innate Attack* Cr (Bending -10%; Blockable -10%; Half Power at Night -20%; Incendiary +10%; Inaccurate -5%; Variable +5%) [3.5/lvl].
  • Flame Jet: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Incendiary +10%; Jet 0%; Reduced Range: Max 5 yards -5%; Variable +5%) [4/lvl]. May add Increased Range* for .5/lvl per 100% increase in range.
  • Flame Whip: Innate Attack* Burn (Bending -10%; Half Power at Night -20%; Incendiary +10%; Jet 0%; Melee: Destructive Parry +10%; Melee: Whip† 0%; Reduced Range: Max 5 yds -5%; Variable +5%) [4.5/lvl]. May add Melee: Dual and Selectivity for +1/lvl. May add Increased Range* at .5/lvl for each 100% increase in range.
  • Incendiary (9); 
  • Knowing Hidden Fire (18); 
  • Smoke Veil (8); 
  • Storm of Fire (21).
  • Wall of Fire: Innate Attack* Burn (Area* 1 +50%; Bending -10%; Half Power at Night -20%; Persistent +40%; Wall:Permeable +30%) [9.5/lvl]. Each area increase adds +2.5/Lvl.
†Melee: Whip means that this is treated in all respects as whip (B406). It uses the whip skill, has an adjustable length, requires ready maneuvers, parries at -2, and can perform special whip techniques. By default the whip is up to 5 yards long and it can be increased +5 yards per level of increased range.

‡Flame Blast may be emanate from either the hand (IA: Beam) or the mouth (IA: Breath). It may also be used to perform a whirlwind attack.

Metal

Most expensive ability 23 points.
Internal:

  • Bones of Iron (9); 
  • Glinting Edge (7); 
  • Immobility (3 or 5); 
  • Metal Frame (26); 
  • Skin of Bronze (23); 
  • Touching the Liver (13).
External:

  • Attracting Iron (10); 
  • Commanding Metal (16); 
  • Knowing Hidden Metal (18)
  • Lightning Redirection:** Control Lightning (Bending -10%) [13.5/lvl]. May add Ranged for +6/lvl.
  • Metal Bending: Control Metal** (Bending -10%) [18/lvl].
  • Storm of Metal (21); 
  • Stream of Needles (10).
  • Throw Lightning:** Innate Attack 8d (tight-beam) burn (Bending -10%; Inaccurate: Acc 0 -15%; Increased Range 5x: 500 yds +20%; No 1/2 Range +15%; Side Effect: Stunning +50%; Surge +20%) [72].

Water


Most expensive ability 108 points.
Internal: Breathing Water (14); Dragon Swiftness (9); Drowning Embrace (11); Resistance to Fire (7); Restoring the Body's Water (11); Taking the Narrow Passage (18); Touching the Heart (10).
External: Commanding Water (12); Herding Clouds (54); Knowing Hidden Water (9); Ruling Lakes and Seas (108); Storm of Rain (21); Summoning Fog (17); Water Spear (4).
Perks: Germinate; Inner Fountain; Irrigate; Quenching Touch; Squirt.

Water Bending (Hydrokinesis)
(Loosely based on T'ai Chi Chuang from G:Martial Arts.)

Water bending depends on the availability of water (additional -20%) and can be influenced by celestial events. Bending rolls may be modified by the phase of the moon (GM's whim): New -2, Waning -1, Half 0, Waxing +1, Full +2.


  • Animate Water: TK* (Bending -10%; Water Only -40%) [2.5/lvl].
    Create Current: Basic Move* (Water; Affected by Currents +0%; Affects Others +50%; Bending -10%) [7]. May add Area* at +2.5/lvl per area increase.
    Encase in Ice: Binding* (Bending -10%; Environmental, touching Ice/Water -20%) [1.4/lvl]. May add Area* for +1/lvl per area increase.
    Freeze Water: Create* (Bender -10%; Ranged +40%; Transmute Ice->Water +50%; Transmute Only -100%) [4/lvl].
    Healing: Healing (Affects Self +50%; Bender -10%; Injury Only -20%; Requires Water -20%) [30].
    Ice Boat: Walk on Liquid (Affects Others +50%; Bending -10%; Water Only -20%) [19.5]. May add Area* at +7.5/area increase.
    Ice Shards: Innate Attack* 2d Imp (Bending -10%; Blockable -10%; Increased Range x2 +10%; Increased Short Range x5 +10%) [16]. May add Rapid Fire* for RoF 2 +4; RoF 3 +5; RoF 4-7 +7; RoF 8-15 +10.
    Ice Wall: Innate Attack * cr (Area* 1 +50%; Bending -10%; Duration: Permanent +150%; Environment, touching ice/water -20%; Persistent +40%; Wall: Rigid DR2 HP3 per level +30%; Underwater +20%) [18/lvl].
    Melt Ice: Create* Water (Bender -10%; Ranged +40%; Transmute Water->Ice +50%; Transmute Only -100%) [4/lvl].
    Shape Water: Control Water (Bender -10%) [18/lvl]. May add Ranged +8/lvl.
    Slice with Water: Innate Attack* Cutting (AP/10 +200%; Bending -10%; Blockable -10%; Inaccurate -5%; No Blunt Trauma -20%, No Knockback -10%; Requires Water -20%; Reduced Range 1/5 -20%; Underwater +20%, Variable +5%) [9.1/lvl].
    Speed Current: Enhanced Move* (Affects Others +50%; Bending -10%; Water) [28/lvl]. May add Area* at +10/lvl per area increase.
    Water Spray: Innate Attack* Cr (Bending -10%; Cone* 1 hex base +60%; Double Knockback +20%; No Wounding -50%; Requires Snow/Water -20%) [5/lvl]. May increase width of the cone base by +.5/lvl per hex base increase.
    Water Tentacles (Octopus): Innate Attack* Cr (Bending -10%; Jet 0%; Melee: Dual +10%; Melee: Whip† 0%; Reduced Range: Max 5 yds -5%; Requires Water -20%; Variable +5%) [4/lvl].


    †Melee: Whip means that this is treated in all respects as whip (B406). It uses the whip skill, has an adjustable length, requires ready maneuvers, parries at -2, and can perform special whip techniques. By default the whip is up to 5 yards long and it can be increased +5 yards per level of increased range.

Wood

Most expensive ability 33 points.
Internal:

  • Catapult Hand (9)
  • Endurance of Bamboo (33); 
  • Forest Walking (14); 
  • Ivy Climb (15); 
  • Root Grip (4); 
  • Skin of Oak (7); 
  • Touching the Spleen (11); 
  • Wood Frame (14).
External:

  • Blowing Leaves (5); 
  • Commanding Wood (16);
  • Knowing Hidden Vegetation (18); 
  • Storm of Wind (23); 
  • Tangling Vines and Branches (25).

Void

Internal
  • Enhanced Move (Flight or Ground): Enhanced Move* (Bender -10%) [18/lvl].
  • Super Jump: (Bending -10%) [9/lvl].
External
  • Air Jet: Innate Attack* (Bending -10%; Cone* 1 hex base +60%; Double Knockback +20%; No Wounding -50%; Nuisance: Roaring Winds -5%; Variable +5%) [6/lvl]. May increase the cone base by +1 per +0.5/lvl.
  • Deflection: DR* (Active Defense -40%; Bender -10%) [2.5/lvl]. May add Reflection for +5/lvl.
  • Flight: Flight (Bending -10%; Cannot Hover -15%; Small Wings: Staff -10%) [26].
  • Wind Blast: Innate Attack* (AP/10 +200%; Area* 2 yds +50%; Bender -10%; Double Knockback +20%; Emanation -20%; No Wounding -50%, Nuisance: Roaring Winds -5%; Variable +5%) [14.5/lvl]. May increase area at +2.5/lvl.

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