Whether by personal code, or that of an order that they belong to, your character refuses to kill. However, this doesn’t mean that they will not fight. Your character has honed their body to quickly and easily put potential enemies into situations that prevent them from fighting, whether that is through unarmed fighting styles or utilizing blunt objects. Jacks and Glaives are the most likely to practice such martial arts, however, it is not unknown for Nanos, Seekers, or even Glints to study these ways as well.
GM Intrusion: The enemy laughs off your attempts to spare his life, and gets a free attack against you.
- Pick one PC. You believe this character to be a cold-blooded killer. However, you think that with the right mentorship and guidance you will be able to turn them away from their killing ways.
- Pick one PC. This character is in awe of your skills and wants you to train him. Whether you believe he is worthy or not is up to you.
- Pick one PC. She thinks you are naïve for refusing to kill. Her naysaying sometimes gets to you, making regular attacks you perform within immediate range of her one step harder.
- Pick one PC. They have a short temper and lack discipline, however, they are open to your guidance. Whenever they perform a focus-based task you can recite a related proverb to give them an asset.
- Additional Equipment:
A walking stick that can be used as a medium weapon.
- Minor Effect Suggestions:
- The enemy is stunned for one round.
- Major Effect Suggestions:
- The enemy attempts to flee combat with you.
- Tier 1:
Disarm (1+ Speed Points): You target an enemy within immediate range, knocking their weapon from their hand up to short distance away. This move can also target one enemy within short range, but requires a throwing weapon to hit the target, and adds +1 to the speed cost of the ranged disarm. (Enemies who use natural weapons or weapons integrated into their bodies are not affected.) Action.
Deescalate: You are trained in all speech skills related to deescalating potential conflict situations. Enabler.
- Tier 2:
Trip (2 Speed Points): You strike at a bipedal enemy’s legs, taking them out from under them. The enemy will need to spend an action on their next turn getting to their feet or be unable to move further than immediate distance. Action.
- Tier 3:
Mass Disarm (4+ Speed Points): You target up to three enemies within immediate range, knocking their weapons from their hands up to short distance away. Roll difficulty is the highest level of the targeted enemies. This move can also target up to three enemies at short range, but requires enough throwing weapons to hit each target, and adds +1 to the speed cost per target of the ranged disarm. (Enemies who use natural weapons or weapons integrated into their bodies are not affected.) Action.
Defuse Situation: You are specialized in all speech skills related to deescalating potential conflict situations. Enabler.
- Tier 4:
Subdue (4 Speed Points): You grapple an enemy and, utilizing pressure points, prevent it from fighting while you maintain hold of it. Action.
- Tier 5:
Show of Force (5 Speed Points): You put on a dazzling display of your martial abilities which either frightens or impresses your enemies, convincing them not to attack you. GM will determine target difficulty. (Cannot affect mindless enemies.) Action.
- Tier 6:
Pacify (6 Speed Points): You deliver a powerful blow to a living enemy with a brain that knocks it out for 10 minutes. Action.