Spherus: Art Moves

Multiple Attacks Option:
Once a warrior's Art level reaches 50, they can perform up to three attacks a round if they so desire. These attacks lose any to-hit or damage bonuses that they would receive from a warrior's skill level. The warrior can perform any three moves he desires, but the total skill required to perform each move cannot exceed his skill level. The only restriction is that he cannot perform the same move twice.

Prone: Some moves have the ability to knock an opponent prone. A prone opponent receives a -20 to hit, AC and all checks, and a +5 to speed. Opponents can use their action to recover from prone, or can do so as a non-action with a x1 Agi. Check (without the -20 implied by the Prone condition) on their turn.

Blind: Some moves have the ability to blind an opponent. Blinded opponents suffer a -20 to-hit during their next action, after which they recover from the blindness.

Winded: Some moves have the ability to wind an opponent. Winded opponents suffer a penalty of -10 to checks and AC and +3 speed until the start of their next action.

Knockback: Some moves have the ability to knock an opponent backwards. The attacker can choose to move a foe that they afflicted with knockback one hexagon in any direction.

Undefendable: Some moves are undefendable (defense). The Defense skill cannot be used to block such moves.


The following techniques can be used once the warrior reaches the listed amount of Art skill. No more than 100 points can be put into this skill.

Technique To-Hit Damage Speed Bonus Cost Check
5: Straight Punch 20 1d3 2 +1/+1 for 10 skill --- ---
5: Straight Kick 25 1d4 3 +1/+1 for 10 skill --- ---
20: Uppercut 30 1d10 3 +1/+1 for 10 skill --- ---
25: Round-house Kick 35 2d8 4 +1/+1 for 10 skill --- ---
30: Knifehand 25 1d8 2 +1/+1 for 10 skill
Foe x1 Hth - dam or winded
--- ---
40: Shoulder Throw 50 (armor) 1d4 4 +1/+1 for 10 skill
Foe opp Str or prone
--- ---
45: Leg Sweep 35 1d4 5 +1/+1 for 10 skill
Foe x2 Agi - dam or prone
--- ---
50: Flying Jump-Kick 15
(defense)
2d10 1 +1/+1 for 10 skill --- x2 Agi or fail.
60: Double-Hit 35 2d8 4 +2/+2 for 10 skill --- ---
65: Shadow Kick 30 2d8 3 +1/+1 for 10 skill
Foe x1 Hth - dam or blind
--- ---
70: Rotating Kick 25 3d10 3 +2/+2 for 10 skill --- x2 Agi or fail.
75: Flip-Kick 10
(defense)
3d10 2 +2/+2 for 10 skill --- x1 Agi or fail.
80: Thunder Kick 15 2d10+10 1 +2/+2 for 10 skill 5 psi x2 Will and x2 Agi.
85: Cyclone Kick 20 4d6+15 2 +2/+2 for 10 skill 10 psi x2 Will and x2 Agi.
90: Psi-Ki Uppercut 20 10d6+25 4 +1/+1 for 10 skill, +1/+1 for 10 will 20 psi x1 Will and x2 Agi.
100: Flaming Attack Flurry 30 1d12 5 +1 hit for 10 skill, 10 attacks 30 psi x1 Will, Consumate only.
100: Serpent Strike 15 12d10+30 2 +2/+2 for 10 skill, bonus to-hit equal to difference in intelligence 30 psi x1 Int, Tortalian only.
100: Shocking Blow 15 10d10+40 3 +2/+2 for 10 skill
Foe x1 Hth - dam or blind
30 psi x1 Will, Electran only.
25: Phoenix Attack 15 2d10/10 Art Skill 4 +2/+2 for 10 skill 30 psi x2 Will and x2 Agi, Fenixan only.
100: Forces of Fear 15 10d10+60 4 +2/+2 for 10 skill
Foe x1 Will - user's Will or undefendable
30 psi x1 Will and x1 Hlth, Terrorian only.
100: Forces of Ice 15 10d10+50 4 +2/+2 for 10 skill
Foe agility - 10, returns at 1/round
30 psi x1 Will, Loric/Lorac only.
100: Forces of Doom 15 12d10+40 4 +2/+2 for 10 skill
Foe gets -10 to checks until next action
30 psi x1 Will and x1 Hlth, Doom Priest only.
100: Galaxia 15 10d10+60 3 +2/+2 for 10 skill
Foe gets -10 to checks until next action
30 psi x1 Will, Spheran only.
100: Dark Fist Rising 15 10d10+60 3 +2/+2 for 10 skill
Foe x2 Agi - dam or be prone
30 psi x1 Will and x1 Agi, Warchon only.
100: Shining Fist 15 10d10+70 6 +2/+2 for 10 skill
+1 dam/50 evil divine favor
30 psi x1 Will, Armorian only.
100: Nirvana Strike 20 4d10/6d10/10d10 6 +2/+2 for 10 skill, 3 attacks 30 psi x1 Will and x1 Agi, Zelzakian only.


Detailed Descriptions

5: Straight Punch: A punch done with proper technique. To hit: 20, dam 1d3, speed: 2 (+1 to hit and dam for every 10 skill).

5: Straight Kick: A martial Artist's kick. To hit: 25, dam 1d4, speed: 3 (+1 to hit and dam for every 10 skill).

20: Uppercut: A devastating uppercut to the jaw. To hit: 30, dam 1d10, speed: 3 (+1 to hit and dam for every 10 skill).

25: Round-house kick: Brings your foot around and into your opponent's face. To hit: 35, dam 2d8, speed: 4 (+1 to hit and dam for every 10 skill).

30: Knifehand: A straight hand punch to hit a nerve. Opponent must make (x1 Hlth - damage inflicted) or else be winded. To hit: 25, dam 1d8, speed: 2 (+1 to hit and dam for every 10 skill).

40: Shoulder Throw: Grab your opponent and throw him. Opponent must win opposed Str check or be knocked prone. To hit: 50 (ignores armor), dam 1d4, speed: 4 (+1 to hit and dam for every 10 skill).

45: Leg Sweep: Sweep your opponent's leg out from under them. Opponent must make (x2 Agi - damage inflicted) or be knocked prone. To hit: 35, dam 1d4, speed: 5 (+1 to hit and dam for every 10 skill).

50: Flying Jump-kick: An amazing kick that sails through the air. To hit: 15, dam 2d10, speed: 1 (+1 to hit and dam for every 10 skill). Need x2 agi check, or else failure.

60: Double-Hit: Elbow in the stomach, uppercut to the jaw. To hit: 35, dam 2d8, speed: 4 (+2 to hit and dam for every 10 skill).

65: Shadow Kick: A round-house kick that sweeps some dust into an opponent's eyes. Opponent must make (x1 Hlth - damage inflicted) or be blinded. To hit: 30, dam 2d8, speed: 3 (+1 to hit and dam for every 10 skill).

70: Rotating Kick: Full 360 degree handspring where you kick your opponent in the chin. To hit: 25, dam 3d10, speed: 3 (+2 to hit and dam for every 10 skill). Need x2 agi check or else failure.

75: Flip-kick: Jump over your opponent and hand-spring into their back. Undefendable. To hit: 10, dam 3d10, speed: 2 (+2 to hit and dam for every 10 skill). Need x1 agi check or else failure.

80: Thunder Kick: Same as a flying jump kick, but with a blast of thunder! To hit: 15, dam 2d10+10, speed: 1, takes 5 psi points (+2 to hit and dam for every 10 skill). Need x2 agi check and x2 will check. If will check fails, still do a normal jump kick.

85: Cyclone Kick: Spin around, kicking the enemy numerous times and creating a whirlwind of mystical energy. To hit: 20, dam: 4d6+15, speed: 2, takes 10 psi points (+2 to hit and dam for every 10 skill). Need x2 agi check and x2 will check. If will fails, still do a roundhouse kick.

90: Psi-Ki Uppercut: A rising uppercut with your fist sheathed in psi-flame. To hit: 20, dam 10d6+25, speed: 4, takes 20 psi points (+1 to hit and dam for every 10 skill, +1 to hit and dam for every 10 willpower). Need x2 agi check and x1 will check. If will fails, still do a normal uppercut.


Ultimate Racial Moves

Each race has their own special art attack.

100: Flaming attack flurry: (Consumate race.) Using mystic energy, a warrior can launch a series of devastating flaming punches. Make 10 attacks. Each is To hit: 30, dam 1d12, speed: 5, takes 30 psi points (Each gains +1 To-Hit for every 10 skill). Must make x1 will check. If will fails, do straight punch.

100: Serpent Strike: (Tortalian race.) The warrior snaps his fist forward, and the mystic serpent's fangs close on his victim. Attacker may add the difference between his intelligence and the target's as a To-Hit bonus, if this quantity is positive. To hit: 15, dam 12d10+30, speed: 2, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 Int check, else do a straight punch.

100: Shocking Blow: (Electran race.) With a devastating blow, the warrior hits his opponent, leaving them blasted with electricity. Blinds an opponent who fails (x1 Hlth – damage inflicted). To hit: 15, dam 10d10+40, speed: 3, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 will check, else do a straight punch.

25: Phoenix Attack: (Fenixan race.) A warrior's body is sheathed in flame as he hurls himself at his opponent. To hit: 15, dam 2d10 per 10 skill, speed: 4, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x2 will check and x2 Agi check, else do a straight punch.

100: Forces of Fear: (Terrorian race.) Using the Aura of Fear to its full effect, this stunning move tears right through an opponent. Enemy must make (x1 Will – Attacker's Will/10) or else the attack is considered undefendable. To hit: 15, dam 10d10+60, speed: 4, takes 30 psi points (+2 to hit and dam for every 10 skill). Need a x1 will check and x1 health check, else do a straight punch.

100: Forces of Ice: (Loracian/Lorician race.) A powerful, double-blow that freezes the enemy with glacial cold. Enemy Agility reduced by 10; returns at a rate of 1 per round. To hit: 15, dam 10d10+50, speed: 4, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 will check, else do straight punch.

100: Forces of Doom: (Doom Priests.) With the power of Darkness, the priest splits his opponent with his spiked gauntlets. Opponents struck with this attack are filled with an evil foreboding, giving them -10 to all ability checks until after their next action. To hit: 15, dam 12d10+40, speed: 4, takes 30 psi (+2 to hit and dam for every 10 skill). Need x1 will check and x1 Hlth check, else do straight punch.

100: Galaxia: (Spheran race.) The Spheran warrior brings his energy to bear and tears open his opponent with two punches in an X-fashion. To hit: 15, dam 10d10+60, speed: 3, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 will check, else do uppercut.

100: Dark First Rising: (Warchon race.) The warrior does a psi-ki uppercut with the power of Darkness behind it. Opponent is knocked prone if they fail a (x2 Agi – Damage inflicted). To hit: 15, dam 10d10+60, speed: 3, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 agi check and x1 will check. If either fails, do uppercut.

100: Shining Fist: (Armorian race.) The warrior's fist is sheathed in holy light, and he rams it through his opponent, the light burning the darkness from the infidel's soul. Note that this move fails automatically if used on a follower of a God of Good with positive divine favor, and inflicts 1 bonus point of damage for every 50 points of the target's divine favor with an Evil God. To hit: 15, dam 10d10+70, speed: 6, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 will check, else do straight punch.

100: Nirvana Strike: (Zelzakian race.) The warrior, glowing with mystic energy, goes in with a straight punch to the stomach, a mystic round-house to the face and a flying uppercut to the jaw that sends his opponent toppling to the dirt. Each is to hit: 20, dam (in order of attacks): 4d10/6d10/10d10, speed: 6, takes 30 psi points (+2 to hit and dam for every 10 skill). Need x1 will check and x1 agi check. If either fail, do an uppercut.


Art Special Moves

10: Super Jump: Often called the Anime Jump, with this power a warrior can do a straight vertical of skill/10 in metres.

10: Super-running: This ability allows the Artist to run at amazing speeds, up to 5 times their skill in kmph. After the first 5 minutes of running, the warrior must make a health check to continue. They must make another health check, with a cumulative -1 penalty every 5 minutes. Once a check is failed, the warrior must rest for as many minutes as he spent running before he can use the power again.

35: Wall-running: With this ability, a warrior can run right up sheer vertical surfaces. Note that a considerable amount of running distance (8-10 metres) is necessary to perform this move.

50: Wall-jump: This special power allows a warrior to leap to a vertical surface, then push off from that surface in another jump. Each time it is used, it requires a x2 agi check.


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