Action!/Schtick/Proficiency/Martial Arts

Martial Arts, Fighting
Fu Schticks. Kung Fu Style Variants

Martial Artist
Tier 1 Natural Weapons do Damage or Stun. Advancement: Include choice Daze (+2), include choice Stymie (+2), include choice Staggered (+2), include choice May not spend specific Pool Point (+2), include option +1 Shot (+4/Progression 20), include option Down (+2) add Out (requires Down, +4).

Weapon Training
Tier 1 1 Shock point: All close combat weapons you wield gain +1 AV this Sequence. This also affects shields and other defensive weapons. Advancement: AV, +1 SP cost (Progression 20), Shock (Progression 1), Wound inflicts an extra Wound (Progression 25).

Defender
Tier 2 You may Defend against all Attacks aimed at you. Advancement: Counter (10 (Hit Counter), 16 (Attack Counter), 22 (Defensive Counter)), Gain Active Defense bonus (Progression 2/3).

Striker
Tier 2 Add Knockback to any Attack. Advancement: Progression 4, Add Knockback (4), Gain Damage (Progression 1).

Marauder
Tier 3 Attack, 2 Shock points: Attack gains Bleed. Advancement: Remove Shock points cost (4), Exchange Bleed for Freeze (6), Add Freeze (16), Exchange Bleed for Unaware (-2), Add Unaware (8), Gain Cause Impairment w save 1-5 (4/Impairment, Progression 20).

Skirmisher
Tier 3 Attack: Gain Free Move. You may retreat from melee at no penalty. Full Move Action: You may perform a Triple Move instead of a Full Move. Advancement: Move (Progression 15), add Defense:Gain a Free Move (6)

Weapon Master
Tier 4 Gain the following with all Weapons: 1 shockpoint: Add an Effect d10. Advancement: Gain Effect d10 (Progression 25), Extra Damage (Progression 1), Remove shockpoint cost (5).

Armor Master
Tier 4 1 shockpoint: While Armored, remove d10 EV from an Attack. Advancement: d10 EV (Progression 25), Extra Armor (Progression 1), Extra Shockpoints (Progression 5).

Guardsman
Tier 5 Successful Defense: Gain a point of Defiance. Defiance: Free Guarded Active Defense. 2 Defiance: Free Guarded Attack and +d10 damage. Advancement: Damage Guarded Attack (Progression 2), Armor on Guarded Active Defense (Progression 1).

Man-At-Arms
Tier 5 Successful Attack: Gain a point of Momentum. Successful Attack, Momentum: Gain d10 Damage. Successful Attack, 3 Momentum: Gain d10 AV. Advancement: Damage (Progression 1), Remove Momentum cost of Damage (6), Remove 1/2 Momentum cost from AV (10/20), Gain a Momentum on an unsuccesful Attack (6).