Martial Arts

Arcanite-enhanced punches, kicks and jumps for deadly melee power

Concept by Kira Kori & Luci Wiltshire

Designed by Kira Kori & Luci Wiltshire

Taught by Florine Fem & Luci Wiltshire

Students: Witchpunks

## Class Description

Witchpunks mix martial arts into their movement and skill rotations both in combat and for mundane tasks. Techniques are borrowed from Tai Chi for elemental chi bending, kickboxing for Shieldmages, ninjutsu for Swordmages, Gun-kata for Gunmage, tantojutsu for Blooddancers and for this list, kung fu and karate.

### Arcanite Chi

The specialty of the Witchpunk group is the arcanite energy source, as such, use of arcanite energy transfer can be woven into each technique for additional destructive power.

## Main Skills

As with Technomancy inventions, all martial arts techniques are created to be used in support of the 6 main weaponskills. These additional combat styles will be woven into a 5-turn battle or a 10-turn duel. Anyone can create new technomancy spells or martial arts skills but this will be within limits to avoid skill bloat.

### Arcanite Brawler

Lvl 01 Melee Buff - Loads your Arcanite Weapon with kinetic energy to enhance melee.

```
/me focuses mana through the arcanite ring to create a vibrating shimmer of kinetic energy around the feet and hands to enhance all hand-to-hand strikes with added concussive force for the rest of the fight. (+10 atk. dc 50 +lvl, +buffs)

```

### Muscle Flex

Lvl 01 Melee Buildup - Flex your muscles to do double damage on your next attack.

```
/me focuses mana through every roll of muscle, tightening abs, clenching the trapezius back muscle and flexing biceps ready to unleash double damage on the follow-up attack. (dc 50 +lvl, +buffs)

```

### No Pain no Gain

Lvl 01 Buildup Buff - Adds your next taken damage as a follow-up attack on next turn, once.

```
/me loosens their muscles to be smooth and supple like rubber, ready to take a good beating and store up all the excess kinetic energy to be redirected back later. (dc 50 +lvl, +buffs)

```

### Twin Viper

Lvl 01 ST Melee Counter - On a successful parry/block/dodge, carry out a 2-part damage technique that KU for 1 turn.

```
/me counters and executes 'Twin Viper', starting with a snaking leg sweep to destabilise, and finishes with a floor-level lifting uppercut to catch x mid-fall with a heavy blow. (dc 50 +lvl +buffs)

```

### Unleash Dragon

Lvl 01 ST Melee Counter - On a successful parry/block/dodge, carry out a 4-part damage technique.

```
/me counters and executes 'Unleash Dragon', starting with a palmheel strike into a handlock twist, uppercut knee strike leaping into a spinning roundhouse kick. (dc 50 +lvl +buffs, adds KB on crit)

```

### Push Through

Lvl 01 Self Buff - Bolster yourself for a fatal hit to remain standing for two extra turns.

```
/me bolsters up aura defences for the incoming killing blow, redirecting all spirutual chi to preserve life and hopefully survive 2 extra turns, long enough to turn the tables. (dc 50 +lvl +buffs)

```

## Hollow Skills

### Hollow State

Lvl 40 - Attunes 1 element to all attacks. Combos with ally spells if both are attuned.

```
/me attunes the arcanite stone to reveal the elemental state. Body mind and soul now vibrate with the elemental plane, allowing control of one aspect of nature to enhances all skills. Pieces of that element floats around the body. (Earth adds -5dmg debuff, Fire adds +5dmg, Ice adds -5def debuff, Lightning adds +5 DoT each turn, Water adds +5hp, Air adds +5shield.)

```

### Hollow State 2

Lvl 40 - Attunes 2 total classes and all its skills into a Hollow's arsenal as a Duoarcanite.

```
/me attunes the arcanite stone a second time to reveal the astral state. Body mind and soul now vibrate with the celestial plane, allowing control of two aspects of arcanite stones and all skills imbued for the next turn, including the [hollow class name] and [hollow class name] as a Duoarcanite. Pieces of the new elements float around the body. (Requires HS1 prep)

```

### Hollow State 3

Lvl 40 - Attunes 3 total classes and all its skills into a Hollow's arsenal as a Triarcanite.

```
/me attunes the arcanite stone a third time to reveal the astral state. Body mind and soul now vibrate with the celestial plane, allowing control of three aspects of arcanite stones and all skills imbued for the next turn, including the [hollow class name], [hollow class name] and [hollow class name] as a Triarcanite. Pieces of the new elements float around the body. (Requires build-up HS1-2)

```

### Hollow State 4

Lvl 40 - Attunes 4 total classes and all its skills into a Hollow's arsenal as a Quadarcanite.

```
/me attunes the arcanite stone a fourth time to reveal the astral state. Body mind and soul now vibrate with the celestial plane, allowing control of four aspects of arcanite stones and all skills imbued for the next turn, including the [hollow class name], [hollow class name], [hollow class name] and [hollow class name] as a Quadarcanite. Pieces of the new elements float around the body. (Requires build-up HS1-3)

```

### Hollow State 5

Lvl 40 - Attunes 5 total classes and its skills into a Hollow's arsenal as a Pentarcanite.

```
/me attunes the arcanite stone a fifth time to reveal the astral state. Body mind and soul now vibrate with the celestial plane, allowing control of five aspects of arcanite stones and all skills imbued for the next turn, including the [hollow class name], [hollow class name], [hollow class name], [hollow class name] and [hollow class name] as a Pentarcanite. Pieces of the new elements float around the body. (Requires build-up HS1-4)

```

### Hexarcanite State

Lvl 40 - Attunes all classes and all skills into a Hollow's arsenal as a Hexarcanite.

```
/me attunes the arcanite stone to reveal the universal state. Body mind and soul now vibrate with all planes, allowing control of all aspects of arcanite stones and all skills imbued for the next turn as a Hexarcanite. Pieces of all elements float around the body. (Requires no prep. Requires mastery of all WP content to keep up.)

```

### Waterbend

Lvl 40 - Coat yourself in nearby water to self heal for +20 for 5 turns.

```
/me attunes the Blooddancer's gem to reveal the elemental state and coats body with water to self heal over time. (+20hp for 5 turns)

```

### Icebending

Lvl 40 - Freeze nearby water into a cloud of frost to slow the enemy for 2 turns.

```
/me attunes the Meditek's gem to reveal the elemental state and draws in nearby water frozen into a cloud of frost to slow the enemy over time. (ST DMG, -attack speed for 2 turns)

```

### Earthbend

Lvl 40 - Quake the ground and knockdown mobs in an AoE, stops melee for 1 turn

```
/me attunes the Shieldmage's gem to reveal the elemental state and shakes the ground so violently all enemies are knocked down. (ST DMG, AoE KD, -melee attacks for 1 turn.)

```

### Firebend

Lvl 40 - Extend body heat outwards in a cone of fire that burns targets for 2 turns.

```
/me attunes the Gunmage's gem to reveal the elemental state and sends scorching heat outwards in a cone of fire that burns an enemy. (ST DMG +burn dmg for 2 turns).

```

### Lightning

Lvl 40 - Focus your body's static electricity against an enemy. Paralyses for 1 turn.

```
/me attunes the Netrunner's gem to reveal the elemental state and jolts out a bolt of electricity to paralyse an enemy. (ST DMG +stun hold for 1 turn)

```

### Airbending

Lvl 40 - Move through the flow of air with ease, increasing your Def by +20 for 5 turns.

```
/me attunes the Witchblade's gem to reveal the elemental state and move through the flow of air with ease, increasing your defense. (+20 def for 5 turns).

```

### Atombending

Lvl 40 - Magnetise matter on or around an enemy to pull them in or push away.

```
/me attunes the Magnum's stone to reveal the astral state and command the physics of a nearby body, to pull or push them and crush or choke with violent telekinetic force. (ST Ranged Attack +KI/KB)

```

### Shadowbend

Lvl 40 - Move through shadows for a stealth attack once, guarantees a max roll.

```
/me attunes the Reaper's stone to reveal the astral state and move unseen through the veil, allowing instant shadowstep to an enemy within line of sight for a critical stealth attack with the Shadowscythe. (ST Crit attack)

```

### Lightbend

Lvl 40 - Create an invisible field in an area for 2 turns and fight unseen.

```
/me attunes the Paladin's stone to reveal the astral state and bend the light all around to create an invisible field in a wide area to fight unseen. (AoE Stealth for 2 turns)

```

### Soundbend

Lvl 40 - Create a sound bubble in an area for 2 turns and fight unheard.

```
/me attunes the Assassin's stone to reveal the astral state and nullify the soundwaves all around to create a muted field in a wide area to fight unheard. (AoE Stealth for 2 turns)

```

### Timebending

Lvl 40 - Influence the probability of attack to give initiative to party over enemies.

```
/me attunes the Oracle's stone to reveal the astral state and imbue speed to self and others around you moving faster through time, allowing a hasty surprise attack. (AoE Haste for opening attack initiative)

```

### Spiritbend

Lvl 40 - ST Debuff. Blocks spiritual energy from the soul to stop magic for 2 turns.

```
/me  attunes the Crystalis's stone to reveal the astral state and map out the chi clusters around a human body, able to highlight weaknesses and apply force at pressur epoints to block the flow of spiritual energy and magic. (DMG +ST Magic Block for 2 turns)

```

## Other Skills

### Throw

Lvl 01 - Grapple and throw the target, knocking them up out of melee. Adds KU.

```
/me quickly clutches the target and transfers enough weight to lift the enemy high up in the air and release them into the wind. (ST DMG, -melee for 1 turn, dc 50 +lvl +buffs)

```

### Chi Blast

Lvl 01 - Ranged energy attack, sacrifices health for a devastation direct hit.

```
/me relaxes in the shoulders and takes a deep breath, gathering chi energies from within. Passive foot forward, strong foot back, legs bent. Eyes forward and a twist in the waist as the palmheels come together, tucked back to the side. Mana and life energy is sacrificed into a powerful beam flowing into the hands and thrust forth in an explosive beam. (-5hp +Shield bypass +lvl +dc 80 Crit)

```

### Redirect

Lvl 01 - Parry a melee or ranged attack in controlling the momentum to negate damage.

```
/me follows the flow and path of the enemy attack to commandeer their agency and neutralise attack momentum. (dc 50 +lvl +buff, Lowers enemy Def by -15 once).

```

### Takedown

Lvl 01 - Tackle the opponent and hold them down, unable to attack for one turn.

```
/me tackles the enemy with full body weight shifted to pin them down and hold. (dc 50 +lvl +buff, ST +hold for 1 turn)

```

### Rolling Thunderkick

Lvl 01 - Ranged attack that closes the distance, adds a stun on crit.

```
/me breaks off at a fast run and vaults into a series of body flips and overhead kicks that land with a bone-crushing heel kick capable of stu hold for a turn if struck critically. (dc 50 +lvl +buffs, ST stun on crit)

```

### Rolling Flyingkick

Lvl 01 - Ranged attack that closes the distance, KB on crit.

```
/me breaks off at a fast run and vaults into a travelling kick, leg outstretched to make the skull-crushing impact, capable of pushing the enemy back if struck critically. (dc 50 +lvl +buffs, ST knockback on crit)

```

### Custom Racial Combo

Lvl 01 - Assist a bonded player's turn to enhance their next move with +30rolls, once.

```
/me begins casting a secondary spell to marry with the current ally attack and add extra support. (no dc, invent custom flavour text, +30 to ally rolls once).

```

### Custom Racial Finisher

Lvl 01 - Finish with a custom move so awesome it ensures an ally's next crit.

```
/me begins casting their primary spell to hit with such showmanship, power and spectacle as to inspire other allies and team members to hit harder. (dc 50 +lvl +buffs)

```

### Heal: Medkit/Anatman

Lvl 01 - At any point witchpunks can choose to rest and recover once by meditate chi or medkit.

```
/me takes a moment to recovery and relaxes in a meditative pose, channeling mind, body and soul to relinquish the self, harmonise with everything and mend inner aura. Or takes a moment to recover and bandage wounds with the medkit, to mend aura. (/roll2 +buffs for heal and /roll1 to multiply regained HP)

```

### Soul Reaper

Lvl 01 - After an Anatman recovery, project astral form to stalk a target and perform an assassination strike.

 File:Soulreaper.gif

```
/me complete the Anatman meditation and at the height of Oneness, projects the astral form outside the body to stalk the enemy and prepares a critical assassination strike. (2-turn crit ST attack)

```