Wyrmknave

MAM Meridian Fighter Style

Feb 4th, 2014
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  1. Meridian Fighter
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  3. By anatomical study and disciplined practise, the Meridian Fighter seeks to bring enemies to their knees by disabling them strategically rather than destroying them through simply brute strength. They are fierce combatants on their own, but are a force to be reckoned with when they aid others.
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  5. =Apprentice Level Abilities (1 SP to Adopt)
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  7. Disable (1 SP)
  8. By striking a pressure-point, you are able to impede an opponent.
  9. Active: Instead of dealing damage with a basic attack, you may choose instead to remove the lowest die from one of the target's stats. This ability cannot be used on the same stat twice at once and cannot remove all dice from a stat. Duration: S-3 rounds Note: Disable only takes effect is no more than half of the attack's damage would have been blocked.
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  11. Shock Grip (1 SP)
  12. A sudden blow to the arm causes the target to lose their hold on an object.
  13. To Hit: A On Hit: Roll S against target's C. If C is less than half S, target hand belonging to the target drops what it is holding to the floor.
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  15. Staggering Blow (2 SP)
  16. A sharp, hard palm to the chest disorients and slows the opponent.
  17. Active: When dealing damage with a basic attack, you may choose to half the damage and prevent the opponent from undertaking any Move action other than walking up to 15 ft on their next turn. Note: Staggering Blow only takes effect if no more than half of the attack's damage would have been blocked.
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  19. Ki Block (2 SP)
  20. With three quick strikes, you can temporarily prevent an opponent from accessing their ki.
  21. Active: Attempt 3 basic attacks against a target in melee range. If these attacks would cumulatively deal at least 30 damage and none of them are dodged successfully, target's K becomes 0. Duration: 5 rounds.
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  23. =Warrior Level Abilities (Unlocked at 5 SP Investment)
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  26. =Dragon Level Abilities (Unlocked at 10 SP Investment)
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  29. =Master Level Abilities (Unlocked at 15 SP Investment)
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  32. =Grandmaster Level Abilities (Unlocked at 20 SP Investment)
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  34. Touch of Death (3 SP)
  35. With a single hand and a technique guarded by your school, you can guarantee the death of an opponent.
  36. Active: Roll a basic attack. If it would deal full damage, you may choose instead to simply decide when the target will die. This can be no sooner than one round and no later than one year.
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