Go big or go home, babey

[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.


Kamen Gumadam time.
 
We don't really have a need to turn Karate into a super art since we already have MMA and Shrouded Mountain for super hand to hand
Is that really a reason not to make it super? It has already been stated that one can use a super art on a mundane level, and as far as I know, there's no limit on SMAs (other then the time effort needed to get them up to that level). So, just because we already have two super arts doesn't seem like a reason not to turn a third super.
 
[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

I will go with this till evidence proves this is a worse plan
 
[] Break the Barrier. Go Beyond. (MMA becomes a Supernatural Martial Art; Lose current Two Perks; Gain Rank 90 Perk: Mixed Work Of Art: In Combat, Automatically Pass a Perception Check to know what Style your Opponent is using. Only works on Mortal Arts and not when outnumbered. All other Mortal Martial Art Skills gain a +30 Bonus to Combat Checks)
90: Once again, you can feel the change. This time it's while you're practicing with the Wing Chun Dummy in the Karate section of the gym. Sakura's there watching you as you body starts to sing again. You hear your body calling out again. To push further than before. To leave that barrier in your way in the dust.

[] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.
On a sidenote, @LinkOnScepter, the Super perk for Karate seems kind of weak compared to the Super perk for MMA.

Specifically, Sanchin-Dachi + Redirection Kata produces a bigger malus against your opponent than Impregnable Defense, even if your opponent is the first one to strike to proc the second clause. (total of -20 vs -30)

The MMA perk, in comparison, feels like it's definitely stronger than its Mortal counterpart, which makes sense, as you're breaking past ordinary limits.

Then again, maybe Impregnable Defense works on Melee Weapons even outside of the non-metal ones that No Weapons allows you to block. Something on the lines of, since you're using supernatural levels of capacity, something like disarming someone of sharp steel is no big deal.

If it's not, I think buffing it would be worthwhile tbh.
 
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You mean, it's in the latter's title. Mixed Martial Arts. All about mixing every fighting style you have together and making something more efficient out of it.
That's what MMA was meant to be.
It's why Sakura is able to strike back despite her injuries. She just has to defend herself from every attack you throw at her. Even with an injured leg, she can pull off attacks as long as you make the first move. With this understanding you begin to incorporate it into your training. Your movements, your stances, your strikes. All things are dedicated not to attacking the enemy and bringing them down. But simply to defend yourself from everything they throw at you.
Impressive.
That's not the only part of it. Far from it. Like other Martial Arts, Kendo is supposed to teach discipline, respect, honor, and other virtues. You must be disciplined to be able to wield the weapon without wavering. You must give it, yourself, and your opponent the respect they deserve. So on and so forth.
Indeed, martial arts are meant to be more than just fighting.

Mundane karate perks:
You begin to understand how Karate is truly used for "Self-Defense". Perk Added: Sanchin-dachi: Enemies suffer a -15 Debuff to Martial Arts Melee Attacks against you.

80 to 85: You're just below a Master of Karate now. You feel like you could block the attacks of all unskilled fighters. Perk Added: No Weapons: You can now disarm enemies if they attack you with Basic (read, not metal) Melee Weapons. This will debuff their Skill Check based on the weapon they are using.
Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.
Supernatural karate perk:
Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

Kendo mundane perks:
Gain Perk: The First Strike: When using a Shinai in Combat, gain a +15 to your Check on the First Round. Can't be used with metal swords.
Perk: A Blade In Hand: Gain +10 to Swords.
A Firm Grip: You can't be disarmed when using a Shinai.
Supernatural kendo perk:
Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

As a heads-up, we need to make THREE martial arts supernatural in order to unlock the Martial Arts Advanced Class as well as unlock a special perk. As we already have done that to Mixed-Martial Arts, these other two finish off that requirement.
No, we need to have three martial art skills at skill level 100, that's when we unlock the class.


[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.


I prefer the perks of these versions.
 
No, we need to have three martial art skills at skill level 100, that's when we unlock the class.
That's my bad, yeah. Just realized that on a reread.

There's good odds I'll swap to your vote because the Super perk for Karate is rather weak for what it's supposed to be, but I'll wait on the QM to respond to my earlier post first.

EDIT: Turns out the Karate perk is a lot more impressive than I thought, though that's mainly because of a mistake in the initial version of the perk. The QM edited it relatively recently to be more accurate.

In short, it applies to all melee weapons that aren't outright made of energy/Mystery Material X.

Yeah, that's exactly as broad as it sounds.

Swords, spears, axes, hammers with a head the size of our torso and made of solid steel, all of those are eligible.

This edit was made later than the post below in response to the QM, by the way, so if there looks like there's some overlap in the examples I gave, that's why.
 
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[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.

Well, the difference in the benefits of karate is too abysmal and the benefit of the mundane sounds very good (from what they said and I remember it does not benefit us being able to use it against supernatural beings)

As for kendo ... because the idea of at some point using a sword sounds attractive (it could be a possible evolutionary path for yato / a new possible partner), also the difference between advantages is also too great.

it was much more difficult with MMA
 
[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.
Just want this.
 
On a sidenote, @LinkOnScepter, the Super perk for Karate seems kind of weak compared to the Super perk for MMA.

Specifically, Sanchin-Dachi + Redirection Kata produces a bigger malus against your opponent than Impregnable Defense, even if your opponent is the first one to strike to proc the second clause. (total of -20 vs -30)

The MMA perk, in comparison, feels like it's definitely stronger than its Mortal counterpart, which makes sense, as you're breaking past ordinary limits.

Then again, maybe Impregnable Defense works on Melee Weapons even outside of the non-metal ones that No Weapons allows you to block. Something on the lines of, since you're using supernatural levels of capacity, something like disarming someone of sharp steel is no big deal.

If it's not, I think buffing it would be worthwhile tbh.

Impregnable Defense would let you disarm all types of melee weapons. Save for those super duper "Energy" and "Nth Metal" ones.

Outside of that, any melee weapon, steel or not, would be able to be disarmed.

Nope these are high enough we need to be able to face tank a nuke.

1. That's Resistance.

2. Reminder, all Skills can work with each other to accomplish different goals. Having a good mix of skills is better than just focusing on one.
 
Impregnable Defense would let you disarm all types of melee weapons. Save for those super duper "Energy" and "Nth Metal" ones.

Outside of that, any melee weapon, steel or not, would be able to be disarmed.
In that case, do you mind changing "Basic Melee Weapons" in the description to "All Melee Weapons" except the ones you just mentioned?

At the moment, it looks like it's only as good as the previous perk because it has the same wording. (With your earlier clarification by Basic Melee Weapons you meant non-metal ones.)

Anyways, in light of this new information, this is definitely worth getting the Supernatural version of.

As an unarmed specialist, being able to disarm our opponents of sharp weapons, heavy bludgeoning weapons, and all other lethal implements is quite useful, as it puts us on the same playing field.
 
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In that case, do you mind changing "Basic Melee Weapons" in the description to "All Melee Weapons" except the ones you just mentioned?

At the moment, it looks like it's only as good as the previous perk because it has the same wording. (With your earlier clarification by Basic Melee Weapons you meant non-metal ones.)

Anyways, in light of this new information, this is definitely worth getting the Supernatural version of.

As an unarmed specialist, being able to disarm our opponents of sharp and deadly weapons is quite useful.

Done.
 
[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
[] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they're using Any Mortal Melee Weapon against you. Enemies that attack you first suffer a -10 Debuff to their attacks.
Thanks for the edit.

So, any mortal melee weapon, huh.

That's some good stuff.

A wickedly sharp katana? Slapped out of hand.

A hammer with a head of solid metal even larger than our own torso? Slapped out of hand.

Hell, even spears, with their tremendous reach advantage against an unarmed opponent, are now in a rough position against the wielder of this perk.

Gotta be using something exotic for the perk not to work, and exotic doesn't just mean the type of weapon is weird, as per your earlier post, it means made of special materials.

Feeling pretty hyped for that to get to shine, tbh.

EDIT: Quick question, does our Disarm attempt use our whole Unarmed CSC? If so, our Disarm check is huge right now. (300+ just from MMA+Karate+Kendo)
 
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EDIT: Quick question, does our Disarm attempt use our whole Unarmed CSC? If so, our Disarm check is huge right now. (300+ just from MMA+Karate+Kendo)

It'll mainly use Karate + Appropriate Melee Weaponry Skill.

Remember though, this is a Super Art against Mortals.

So, that's a Multiplier.

Edit: Also, if it wins, I look forward to writing about Hayato snapping a spear in half with his bare hands.
 
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It'll mainly use Karate + Appropriate Melee Weaponry Skill.

Remember though, this is a Super Art against Mortals.

So, that's a Multiplier.
I thought we were allowed to "hold back" and use a Super Art at mundane levels against normals? (Which would add Karate instead of it being a 1.5 multiplier.)

Though, it's good to know it's Karate + the relevant skill. Still pretty high, granted, since Karate is about to rise to 103.
Edit: Also, if it wins, I look forward to writing about Hayato snapping a spear in half with his bare hands.
That's hardcore.
 
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I thought we were allowed to "hold back" and use a Super Art at mundane levels against normals? (Which would add Karate instead of it being a 1.5 multiplier.)

Though, it's good to know it's Karate + the relevant skill.

True.

But if someone is bringing out a weapon and clearly has an intent to kill him or someone he cares about? Hayato would go all out to stop that person.
 
True.

But if someone is bringing out a weapon and clearly has an intent to kill him or someone he cares about? Hayato would go all out to stop that person.
That's a very valid point.

When it comes to life and death situations, I don't think anyone here would have any issue with him using his full power.

EDIT: Also, it appears that I misunderstood "Disarm". It also straight out means "Sunder" as per the DnD/Pathfinder usage, that is, to break your opponent's weapon as a combat maneuver.

Or maybe that's a quality that's added because of the Super upgrade to the perk.
 
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[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
[X] Make Karate a Super Art: Lose Two Current Perks: Gain: Impregnable Defense: Enemies suffer a -10 Debuff to Martial Arts Melee Attacks against you. You can now disarm enemies if they attack you with Basic Melee Weapons. Enemies that attack you first suffer a -10 Debuff to their attacks.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
[X] Don't Make Karate a Super Art. No Change. Gain Perk: Redirection Kata: Enemy Martial Arts and Unarmed Melee Attacks suffer a -15 Debuff against you.

[X] Make Kendo a Super Art: Lose Two Current Perks: Gain: Kenjutsu: Any and all swords are valid for the use of Kendo Perks. Gain +15 to Swords. You know how to hit someone with your blade that will make it really hurt, giving you +10 to all Combat Checks when using a sword.
 
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