Martial Artist

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The martial artist harnesses physical perfection to eschew weapons and overcome enemies with discipline and their own energy.

WP 30 Defense 9 Morale 10

Neutral for All

Passive: Balanced Mind and Body

  • Martial Artists treat Arm, Leg and Head morale as Normal
  • Martial Artists do not suffer any penalties from Obscured or Blinded conditions, only from Hooded


Passive: Spiritual Surge

When reaching 0 morale, a Spirit User gains 1d6 temporary morale. This morale is lost at the rate of 1 morale per turn, or if the Spirit User becomes Helpless. This may occur once per combat.


Attack Type Damage Description
Strike Melee Attack 2d4 Whack your opponent! +1 to hit. A Martial Artist may use his leg penalty instead of his hand penalty on this ability.
Helping Hands Ally Buff N/A May assist an ally by reducing a restraint's maximum HP by 1d6. If used by a Magical Girl, also deal 1d4+1 to the restraint's current HP. May not be used if Harnessed or Worse.
Boost Resolve Spell N/A Heals for 1d6 WP or remove one duration-based debuff immediately. Only Clerics may cast this spell on others.

Name Type Damage Description Cooldown
Tiger Flurry Melee Attack 1d4/6/8 Strike an enemy with a volley of relentless swipes. Each successive hit gives +1 to the next attack, and increases the damage die of the next hit. Any miss gives the targeted enemy +2 to hit against the Martial Artist on the following turn. The bonuses reset when the Martial Artist attacks a different target, or on crit fail. N/A
Flying Dragon Kick Ranged Attack 2d6+2 The martial artist takes a running start and throws themselves feet-first at the enemy. Must be moving. Requires no bondage debuff on the legs. -2 to hit if used against an enemy who attacked the monk on the previous turn. On critical failure, Martial Artist is stunned for their next turn. 2 turns.
Mantis Claw Melee/Ranged Attack 1d8/1d6 Snatch an enemy up and fling them into another foe to damage them both. If the first attack hits, roll a hit roll against another target. Inflicts 1d8 to the second target, and 1d6 to the first target. 2 turns.
Polaris Punch Melee Attack, Special Special Must be used on an enemy who received damage at least five times from the martial artist. Target rolls a contested roll against the player. The player gets +2 to this roll, and wins on a tie. If the player wins, the target's HP is immediately reduced to 0. Bosses suffer 5d6 damage instead. On failure, the player is stunned for their next turn, and the number of attacks landed is reset to 0. 4 turns.