About the Martial
A master of martial arts and unarmed fighting, harnessing the power of the body and mind in pursuit of physical and spiritual perfection.
On your character sheet, give your character the following traits:
- Martial
- Stances
- Unaligned
Download PDF Files
Martial Stances
Initial Stances
You start knowing two basic stances from the list below. You may choose two different stances or choose to have the same stance twice.
From both stances combined you apply a number of techniques, equal to half your Knowledge attribute, across both stances with each stance having at least one technique assigned to it. You cannot pick the same technique more than once, even if you choose two of the same stance only one of those stance can benefit from each selected technique.
Way of Strength
Your stance gains the Strength trait.
This stance ends after you end a round in which you did not attack or sustain an injury.
Techniques
- When you Strike or Brawl, you can mark 2 Stamina to gain advantage on the action.
- If you choose to fail a Defend action, you may clear one unit of stamina and gain advantage on the next Combat action against that creature until the end of the next round.
- When you deal an injury from a Combat action, it cannot be reduced below
1 - Minor Injury
.- You do not mark the one Stamina from the Defend (Guard) action.
- When you perform the Fortify action, you may clear one unit of Stamina.
- When you would be knocked prone, you may mark 1 unit of stress instead.
Way of Agility
Your stance gains the Agility trait.
This stance ends after you end a round in which you did not perform a Step or you suffer an injury from a combat action.
Techniques
- You do not mark the one Stamina from the Defend (Dodge) action.
- You may perform a second Step each round, as part of different actions.
- You have advantage on the Disengage action.
- You have advantage on the Recover action.
- When you deal an injury with a Combat action, you may choose to force the target to mark that amount of Stamina instead of taking an injury. When you do, the target has disadvantage on its next Combat action until the end of the next round.
- You may choose to perform two Brawl actions in a single round, once per scene.
Naming Your Stances
When developing your character's stances you have the opportunity to give them unique names, with the only condition being that your name must describe or make reference to each of the traits associated with the stance.
Some examples of how to format your stance's name include:
- Way of <-----> <----->
- <-----> <-----> Stance
- <-----> Stance of <----->
Over time, your stances will accumulate additional traits and their names will need to be updated to reflect those traits, allowing them to become fairly unique to your character.
As an example
Jarvis, has created two stances, both based on the Way of Strength. One of their stances benefits a more offensive combat style and the other focuses towards defensive combat. Jarvis chooses to name their offensive stance the "Way of Powerful Fist" and their defensive stance the Unbreakable Guard Stance with the words Powerful and Unbreakable being references to Strength.
Entering into a stance
Enter Stance (influence)
Requirement: You are not prone, grappled or vulnerable. Enter in to one of your known Stances. The effects of your stance end when:
- you become prone, grappled or vulnerable
- you enter into another stance
- you choose to end your stance (which can be done anytime as a free action)
--- identifier: "martial" title: "Martial" blurb: "A master of martial arts and unarmed fighting, harnessing the power of the\ \ body and mind in pursuit of physical and spiritual perfection." heroGraphic: "https://i.imgur.com/RA7Cyld.png" markdownContent: "A master of martial arts and unarmed fighting, harnessing the power\ \ of the body and mind in pursuit of physical and spiritual perfection.\n\nOn your\ \ character sheet, give your character the following traits:\n\n- Martial\n\ - Stances\n- Unaligned\n\n> ##### Download PDF Files\n\ > [Download the Martial Archetype PDF file](/assets/archetype-martial.pdf)\n\n##\ \ Martial Stances\n\n### Initial Stances\n\nYou start knowing two basic stances\ \ from the list below. You may choose two different stances or choose to have the\ \ same stance twice.\n\nFrom both stances combined you apply a number of techniques,\ \ equal to half your Knowledge attribute, across both stances with\ \ each stance having at least one technique assigned to it. You cannot pick the\ \ same technique more than once, even if you choose two of the same stance only\ \ one of those stance can benefit from each selected technique.\n\n> #### Way of\ \ Strength\n>\n> Your stance gains the Strength trait.\n>\n> This stance\ \ ends after you end a round in which you did not attack or sustain an injury.\n\ >\n> ##### Techniques\n>\n> - When you Strike or Brawl, you can mark 2 Stamina to\ \ gain advantage on the action.\n> - If you choose to fail a **Defend** action,\ \ you may clear one unit of stamina and gain advantage on the next Combat action\ \ against that creature until the end of the next round.\n> - When you deal an injury\ \ from a Combat action, it cannot be reduced below `1 - Minor Injury`.\n> - You\ \ do not mark the one Stamina from the **Defend (Guard)** action.\n> - When you\ \ perform the **Fortify** action, you may clear one unit of Stamina.\n> - When you\ \ would be knocked prone, you may mark 1 unit of stress instead.\n\n> #### Way of\ \ Agility\n>\n> Your stance gains the Agility trait.\n>\n> This stance\ \ ends after you end a round in which you did not perform a Step or you suffer an\ \ injury from a combat action.\n>\n> ##### Techniques\n>\n> - You do not mark the\ \ one Stamina from the Defend (Dodge) action.\n> - You may perform a second Step\ \ each round, as part of different actions.\n> - You have advantage on the Disengage\ \ action.\n> - You have advantage on the **Recover** action.\n> - When you deal\ \ an injury with a Combat action, you may choose to force the target to mark that\ \ amount of Stamina instead of taking an injury. When you do, the target has disadvantage\ \ on its next Combat action until the end of the next round.\n> - You may choose\ \ to perform two Brawl actions in a single round, once per scene.\n\n#### Naming\ \ Your Stances\n\nWhen developing your character's stances you have the opportunity\ \ to give them unique names, with the only condition being that your name must describe\ \ or make reference to each of the traits associated with the stance.\n\nSome examples\ \ of how to format your stance's name include:\n\n- Way of <-----> <----->\n\ - <-----> <-----> Stance\n- <-----> Stance of <----->\n\n\ Over time, your stances will accumulate additional traits and their names will need\ \ to be updated to reflect those traits, allowing them to become fairly unique to\ \ your character.\n\n> ###### As an example\n>\n> Jarvis, has created two stances,\ \ both based on the Way of Strength. One of their stances benefits\ \ a more offensive combat style and the other focuses towards defensive combat.\ \ Jarvis chooses to name their offensive stance the \"Way of Powerful Fist\"\ and their defensive stance the Unbreakable Guard Stance with the\ \ words Powerful and Unbreakable being references to Strength.\n\ \n#### Entering into a stance\n\n> ##### Enter Stance (influence)\n> __Requirement:__\ \ You are not prone, grappled or vulnerable.\n> Enter in to one of your known Stances.\ \ The effects of your stance end when:\n> - you become prone, grappled or vulnerable\n\ > - you enter into another stance\n> - you choose to end your stance (which can\ \ be done anytime as a free action)\n" traitAdjustment: null preface: summarized: markdown: "La La laaaaaa\n" elaborated: markdown: "La La laaaaaaaaaaaaaaaaa\n" tiers: - title: "Tier One" playbook: null - title: "Tier Two" playbook: null - title: "Tier Three" playbook: null