Quivering Palm Alternatives


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We play in my own system that's based on DragonQuest, AD&D and Merp, but here are a few abilities martial artists have in our campaign. Hopefully you can find something interesting in them.

NOTE: Most of the abilities are based on a skill system that involves an open ended percentile roll, so a +5 here would equate to a +1 on a d20.

TMR is tactical movement rate and equates to 1 TMR = 5 feet.

Flailing Octopus
Level requirement: 1
EXP Mult 100
Modifying stats: PS, MD
Effect: The martial artist is able to take everyday normal objects laying about and use them as weapons designed to distract and disorient his opponent. This skill gives the martial artist the ability to use anything at hand as a weapon of sorts. The goal in using these “weapons” is not so much to cause damage, but to disorient and confuse the target or targets. By use of this ability the martial artist uses any and all objects laying around and tosses them at his target in a flurry of action. (Note: there must actually be objects laying around for the martial artist to use, items do not magically appear for him). For every rank the martial artist has with this skill, he is able to throw one object, or one handful of objects at a target of his choice. Objects thrown are at a rate of one object (or handful) per pulse starting on the martial artists initiative. For every 2 ranks the martial artist has will this skill, he may add 1 to his initiative for the round. Although multiple objects are normally thrown throughout the round, one skill roll is made for the entire round (even if there are multiple targets). If the skill roll indicates near success or better, the target (or targets) must make a normal save for each item thrown at them. A failed save indicates the target is stunned/confused for the remainder of the round. In addition, for every object thrown at the same target over the first gives the target a +5 penalty to his saving throw (note, this penalty is added to the die roll, not subtracted from his save), If the result of the targets failed save indicates a roll greater than 100 the target also will be stunned and confused for an additional 1d4 rounds. Note: if the target takes any damage the effects of the Flailing Octopus immediately fades and the target is free to move and attack normally the following round.

Suppress Pain
Level Requirement: 2
EXP Mult 300
Modifying Stats: WP
Effect: You can suppress the pain of wounds in combat. Outright you can ignore negative modifiers and fatal wounds for 1 round/rank. When that time expires you will suffer the effects as if you had just received the wound. Bleeders will still bleed during this time however. Even after the Mart suffers the effects of the attack, all pain modifiers are halved during the remainder of the combat.

Walk of the Grasshopper
Level requirement: 2
EXP Mult 50
Modifying stats: WP, AG
Effect: The martial artist is able to walk without leaving footprints. The duration of this ability is equal to 5 rounds, plus 2 rounds per level, and the maximum speed at which he can move is equal to TMR 1 + 1 per rank.


Suppleness
Level Requirement: 3
Base chance: 30% (+3% per level)
EXP Mult: 50
Modifying stats: WP, MD, AG
Duration: WP pulses
Effect: Can dislocate joints, contort body. Allows escape from normal rope or chains. Can squeeze through 19" opening. -1” per 2 ranks over 5, to a minimum of a 10” opening.

Monkey feet
Level requirement: 4
EXP Mult 300
Modifying stats: PS, MD, AG
Effect: The Martial Artist is able to rapidly climb up and down vertical surfaces with little or no effort. The Speed at which he is able to climb or descent is equal to a TMR of 1 +1 for every rank with this ability. At high enough ranks, this will allow the martial artist to move up and down surfaces faster than he can normally move. Possible surfaces include, but are not limited to, walls and trees.

Weapon Bending
Level requirement: 4
EXP Mult 75
Modifying stats: WP, MD
Effect: A martial artist with this skill is able to literally throw a weapon around a corner. The weapon thrown must be a weapon that is normally allowed to be thrown and if a successful skill roll is made, the attack is resolved normally even if the target is no longer in sight (but must still be in range). The following table is used to determine rolls indicating less than or greater than normal success.

Result Modifier to Strike chance
Failure Weapon does not bend, and simply goes straight
Partial -25 to strike chance
Near -10 to strike chance
Success Normal strike chance
Absolute +50 to strike chance

Tree Walking
Level requirement: 5
EXP Mult 400
Modifying stats: WP, AG
Effect: The Martial Artist gains the ability modify his center of gravity and allow himself to run and leap through the air from object to object. As he increases in rank, the distances between each item increases and the speed at which he can move changes as well. Also, the actual objects the martial artist uses to move do not necessarily have to be able to hold his weight. At rank 1, the maximum distance between objects for the martial artist to continue moving is 10 feet and his maximum (and minimum) TMR is 12. For every rank with this ability the martial artist gains the following:
Odd Ranks: +2 feet distance to maximum distance between objects
Even Ranks: +2 TMR to maximum speed, -1 to Minimum
By use of this ability, the Martial Artist is able to ‘run’ through treetops and across city rooftops with ease. Note though, this ability does not give the martial artist the ability to ascent and descent vertically with the same ease. Although some vertical movement up and down is allowed as the player moves through the air, large movements up and down must either be made with the Skill Monkey Feet or by normal climbing rules if he does not have the above mentioned skill. While Tree Walking, the Martial Artist can perform no other non-passive actions.

Great Fall
Level requirement: 6
Base chance: 30% (+5% per level)
EXP Mult: 50
Modifying stats: WP, MD, AG
Duration: 1 Fall
Effect: Provided there is something the Martial Artist can use, the Martial Artist is able to fall from increasingly larger distances as they gain rank without fear of taking damage. The Martial Artist is able to fall 10 feet + 5 Feet per rank without fear of taking damage. Falls greater than this require a skill roll. The chance of successfully negating damage from falls greater than normal is equal to (MD+AG+WP-45)+(5* rank in this skill). Even if the roll fails, unless the roll indicates a blunder, the Martial Artist only takes ½ damage as long as the distance fallen is no greater than 2x his maximum fall distance. Failed rolls for falls greater than this incur normal damage. Examples of things a Martial Artist can use include things like walls, a cliff face, tree branches, etc.

Mental Barrier
Level Requirement: 6
EXP Mult: 300
Modifying Stats: WP
Effect: You have a stronger mind to resist mental attacks against you. You gain a 2% per rank bonus to mental saves and Psionic-type attacks. In addition you gain a +2 protection against any type of damage from these attacks.

Distant Death
Level requirement: 7
Modifying stats: PS, MD, AG
EXP Mult 200
Effect: Strikes opponent at a range of 5 + (2 feet per rank). Attack causes D4 + 1/rank damage to attacker. At rank 10 damage to attacker is a D8. At ranks 15-18 distance = 7 feet per rank and base damage is D10. At rank 19+ distance =10 x rank and base damage is d12.


Flying Daggers
Level Requirement: 8
Base chance: Special
EXP Mult: 400
Modifying stats: Special
Duration: Special
Effect: The Martial Artist has trained in the ability to quickly and effectively throw specific weapons. This skill is weapon specific and the weapon must be chosen when the skill is taken (although it is possible to take this skill more than once for additional weapons). Possible weapons are throwing daggers, Shirkins, morning stars and similar small thrown weapons. For every even rank in this ability, the Martial Artist is able to throw one weapon of choice per round. Strike chance is figured normally although a +1% per rank bonus with this skill is added to the base chance. To be able to use this ability the weapons of choice must be easily accessible in a specially designed sheath or pouch.

Water Running
Level requirement: 9
EXP Mult 200
Modifying stats: WP, AG
Effect: The Martial Artist is able to change his center of gravity to allow him to walk upon the surface of water, or any other liquid. If a successful skill roll is made the Martial Artist is able to walk upon the liquid of his choice for the duration of the ability. The Martial Artist must move at no less than a full run (2x TMR) or he will sink into the water. As he progresses with this skill he able to more control his center of gravity which gives him more control over his speed. For every rank with this ability, the Martial artist may reduce his speed by 2 TMR. A skilled enough Water Runner may even stand still upon the water. In addition, for every rank with this ability, the Water Runner can run for 1 round before needing to make a new skill roll. While water running, the Martial Artist can perform no other non-passive actions. It should also be noted that this skill does not protect the martial artist from the effects of the liquid being walked upon. So, for example if the martial artist were to walk across lava, he would still have to contend with any damage incurred from the emanating heat.

Living Weapon:
Level requirement: 10
EXP Mult 200
Modifying stats: PS, MD, AG
Effect: Martial artists attempts to put himself into a state of mind that turns him into a killing machine. To enter the Living Weapon state, the martial artist must be in close combat and roll 3 x WP or less. The actual effect(s) of entering this state is determined by the martial artists rank with this ability.
Level Effect
1-5 Cannot be stunned, 1 WP every 2 rounds
6-10 1/2 DAM Against MArt
11-14 1D6 extra DAM, 1 WP every 3 rounds
15-18 1D10 extra DAM, 3 x WP to recover.
19+ 2D10 extra DAM, 1 WP every 4 rounds.
Once in the Living Weapon State, the martial artist must roll to exit it as well. At rank 14 or less, to get out of it he must roll 2 x WP or less. Lost willpower is regained at a rate of 2 per hour.

Shadowstep
Level requirement: 10
EXP Mult 300
Modifying stats: WP, AG, MD
Effect: The martial artist literally bends the space between himself and his target and ‘steps’ behind him. Upon a successful skill roll, the martial artist will appear behind his target ready to attack almost always gaining a surprise attack. To use this ability, the martial artist must be within 5 feet of his target and makes his skill roll on his normal attack initiative. If successful, he appears behind is target the following pulse and can attack immediately. Results other than normal success will modify the results of the shadow step. See the following chart for the varying results.

Result Effect
Blunder Stumble straight into target. +50 to targets Strike Chance on his next attack on you.
Failure You fail to shadowstep -5 init on your attack
Partial You shadowstep, but are disoriented. -25 SC to your attack
Near You Shadowstep but target is not surprised, normal attack.
Success You shadowstep and target is taken by surprise. Normal surprise rules apply.
Absolute You catch your target completely unaware. +50 to SC and attack causes double damage

Stone Fist
Level requirement: 12
EXP Mult 500
Modifying stats: PS, MD, WP
Effect: A successful skill roll means the martial artist has stopped a blow from his attacker with his bare hands. While a very powerful skill, this skill also has great risks. As stated earlier, a successful roll indicates an attackers weapon has be caught in the hands of the martial artist. Once caught, the martial artist has several options which are listed below:
1) Release the weapon. The martial artist has prevented the attack and takes no damage and simply releases his hold on the weapon. The attacker loses 1 additional attack (if any) this round.
2) Hold the weapon. The martial artist may attempt to continue to hold the blade of the weapon between his hands. In doing so, the martial artist loses any remaining attacks he had for the round as does the attacker. If the martial artist wishes to continue to hold the weapon for following rounds, he must make an additional skill roll each round with a penalty equal to the attackers PS. Or the attacker may simply choose to release the weapon at any time.
3) Attempt to take the weapon from the attacker. The martial artist may attempt to wrest control of the weapon. His chance of success is equal to his PS+MD+(5*Rank with Stone Fist)- Attackers PS+MD+Rank bonus with his weapon If successful, the martial artist has taken the weapon from his attacker. If the roll indicates anything other than success, the attacker wrests control of his weapon back.

While the advantages to this skill are obvious, there is risk in using it as well. Consult the following chart for other than normal success results.

Result Effect
Blunder You fail miserably to stop the attack and suffer a critical hit from your attacker (if the attackers normal weapon attack results in a crit, treat as a possible grievous, treat a grievous as a successful grievous.
Failure You fail to stop the blow. Attacker gains a bonus of +20 to his strike chance
Partial You fail to stop the blow, roll attack and damage as normal. Attacker gains a +10 to his strike chance.
Near You manage to partially block the attack. You take ½ damage from attack although attacker gains a +10 to his strike chance. If a 2x WP check is made, you manage to hold into his weapon. If successful, treat everything else as a normal success.
Success You successfully stopped the attack.
Absolute Through a feat of amazing skill, you stop the attack and can gain a +50 bonus to any attempt made at disarming your opponent.
 


I am mainly looking for an ability to replace the Quivering Palm slot for my Coenobite monk variant but I am also just interested in what alternatives there are for other monk variants. The Coenobite uses surgery, alchemy, and martial arts discipline to gradually turn into a living construct. Quivering palm just does not seem right thematically...
 

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