Atlantean Trilogy Archive
A panorama of skills: an acrobat leaping, a scribe writing, a thief climbing a moonlit wall, a tracker, a lyre player and sparring fighters.

Martial Arts II

Skill, Combat

Advanced martial techniques: the armor-piercing knife hand, dodging missiles, jump kicks and breaking wooden boards or doors.

From the book

Martial Arts II adds four advanced techniques to the foundation of Martial Arts I, which must come first. The knife hand turns the open hand into a weapon that can punch through even plate: armored foes are treated as unarmored, and magical armor protects only to the extent of its plus. It can harm creatures immune to non-magical weapons, but unlike ordinary hand strikes it is used only once per attack, does 1-6 points, and can aim for an incapacitating injury under the specific hit rule. It needs a full minute of concentration first, so it is almost never usable in melee, and the Game Judge may require several blows to open a human-sized hole in a door or wooden wall.

Dodging missiles lets the martial artist avoid even arrows and bolts fired from devices with a save vs Dexterity. The jump kick strikes targets up to 5 ft off the ground, plus 1/2 ft per level, with the damage and frequency of a normal kick. Breaking lets a hand strike, kick or headbutt smash through a wooden door or plank up to 2 inches thick, improving by up to 2 inches for every 3 levels.

Metal armor of any kind rules out all martial arts techniques. The skill costs 1,000 XP and takes 1-3 months to learn, with a qualified instructor needed outside the professions that teach it.

At a glance

Skill group
Combat
Cost
1,000 XP
How it works
Knife hand 1-6, ignores non-magical armor, needs a minute's concentration; dodge missiles with a save vs DEX; jump kick reaches 5 ft +1/2 ft per level; breaks wood 2 in. thick, +2 in. per 3 levels
Requires
Martial Arts I; no metal armor
Learning time
Combat skills take 1-3 months to develop; non-professionals must train with a qualified instructor
Learned by
Assassin (6), Martial Artist (4), Monk (4), Savant (optional, Mysticism)
Knife hand vs armor
Armored opponents count as unarmored; magical armor protects only by its plus value
Knife hand vs immune creatures
Can strike creatures immune to non-magical weapons; once per attack only