"Bonus Skills" inject flavor into battles, enabling your character to deploy their stats in diverse ways. These skills are obtained through a blend of training your power level, prevailing in combat, and mastering techniques, whether custom or taught.
While it's possible to acquire all these skills, only a maximum of '10' can be actively wielded at any given time. However, they can be exchanged for other acquired bonus skills outside of combat. Technically, you can circumvent this limit by learning them as you would any other technique. Upgrades have no limits, but you must learn them yourselves.
When using them during battle, you must include their descriptions as if they were techniques, so your opponents won't be confused when you do something out of the ordinary.
There are five different types of bonus skills -- General, Ki, Hand-to-Hand, Weapon and Specialty.
Generalized Bonus skills aren't restricted to any specific type of combat. A warrior of any path can potentially attain them.
1) Blitz -- You can forcefully cause a 'turn flip', allowing you to take control of the offense. This technically allows you two turns in a row, BUT you only get one turn worth of stamina, so this maneuver can be exhausting. You can only do it once per battle. This does not end the round. Both parties still lose -1 at the end of turn 10.
2) Outclassed -- When a fighter faces an opponent with half their power level, a single (1AP, 0 stamina) blow is sufficient to overwhelm them, provided they're in range. This ability applies only to NPCs. Grants a +50% bonus against armies. Upgradeable.
3) Undaunted -- Not every fight will be single combat, and many fighters have adapted to having multiple opponents. This skill allows a fighter to utilize their full speed against EACH opponent, though they are still limited by their normal "Stamina" stat.
-- Example: If "A" has 15 speed, 13 stamina and is fighting "B" and "C". "A" can utilize 15AP against "B"; then another 15AP against "C". But "A" only has a total of 13 stamina to cover both.
4) Feints -- You can mount 'false attacks' using your arsenal techniques. This can trick your opponent into dodging, blocking, counterattacking, revealing their speed; damage capabilities, etc. Costs no stamina, so you can 'lie' in your post that it did. It only costs the time to cast it. However, if the enemy figures out you're bluffing, they can ignore the feints, making them worthless. This technique is vulnerable against all sensory abilities.
-- Note from GM: Those who engage in feints MUST privately alert the GM or selected referee.
5) Stamina Conserving -- If you don't use all of your base speed during a single turn, you can delay the -1 stamina toll (at the end of the round) by 1 turn. You can keep delaying for as long as you can, but once you utilized your entire (base) speed level, you're back on schedule.
-- Example: If "A" has 10 speed, but spends the first 3 turns using only 8 or 9 of it. They go all out at turn 4. They won't have to pay the -1 stamina toll until the start of turn 14. But they'll still pay the next one at Turn 20.
-- Example 2: Using the example above, if they held out for 10 turns. They would pay -2 stamina at the end of turn 20.
6) First Blood-- You can attempt to determine who gets the first turn through simply being faster. If you have more speed than your opponent(s), you go first. This can backfire if your opponent is faster, as now they will automatically go first.
7) Insight -- Allows a warrior to 'focus' to such an extent that they won't be 'surprised' when an enemy attempts to attack them from behind (see 'Surprise Attacks' in Combat System), so they can block, defend, counter as if it was any other attack. Also allows them to see through 'feints', rendering them useless. For this to work, their 'Speed + Focus' level must be superior than the incoming attack speed.
8 ) Masking your Power -- Warriors often possess the instinct to gauge the damage of an impending attack, yet some have honed the skill to conceal their true power. This bonus skill enables you to obscure the damage output of your offensive strikes from your opponent, though it's effective solely for OFFENSIVE ATTACKS and doesn't extend to counters or defensive actions.
-- Note from GM: The GM or agreed upon referee must be alerted what the damage actually is. Also, remember to include a description of this bonus skill in your post.
9) Brace -- A defensive maneuver where the user braces himself and tries to weather the storm against an overwhelming offensei. This takes all of your turn's AP but increases your "Defense" by an amount equal to your "Speed" + "Ki Control" + "Strength", with the possibility of focus being added should they choose to do so. This replenishes against multiple attacks during a single turn. This can only be used once per battle.
10) Concentration-- Enables your 'focus level' to be used to manipulate the reach of your techniques, widening the range or closing the gap. Includes being able to attack enemies positioned diagonally from you. Every '1' space adjusted depletes your focus level by '1'.
1) Sky Dancing -- You can jump abnormally high into the air, gliding through the air, allowing you to bypass map obstacles, avoid space-consuming explosions and attack flying opponents. How far you can jump is = AP used. You must land by the end of the turn though. Consumes 1 stamina per jump.
2) Rapid Movement -- Move faster than the eye can see, although this only works if your feet are on the ground; have the use of both legs; nothing technically impedes you. Choose between one of the following.
-- Dash: You can move towards the enemy. Costs only 1AP to traverse any distance forward, but you consume 1-stamina for every space travelled.
-- Retreat: Can move away from the enemy. Costs only 1AP to traverse any distance backwards but you consume 1-stamina for every space travelled.
-- Side-Step: Can move diagonally, but only one space. Consumes 1-stamina each time.
Upgradeable.
3) Hold -- You can attempt to grab onto the enemy, pinning down their AP with your own. If successful, the enemy can only use unconventional methods of attacking (elbows, knees, eye beams, mouth blasts, unique appendages, etc.)... and that's only if they're facing you. Your own options are limited during a hold though. You can't move spaces, but if they have any available AP, they can. Upgradeable.
-- Example: If you have 12AP and your enemy has 14AP. A successful grab only allows them to utilize up to 2AP.
4) Mutually Assured Strike -- When using a counterattack, you can allow your enemy to actually hit you, leaving them open for you to hit them at the same time; both taking full damage. Cannot be used with full-powered attacks. Can only be used once per battle.
5) Blitz Attack -- You can counter an enemy's attack by trying to hit them first, stopping them in their tracks (and doing full damage). If your enemy can muster more speed than your attack, they can use it to abandon their original attack and dodge. Can only be used once per battle.
6) Flash Step -- If someone attacks you, you can evade their technique and attack them right back in one swift move. You must be able to dodge the technique for this to work and your subsequent attack speed cannot exceed what you just dodged. The stress this puts on your body causes all your stats to drop by -1 each time this is used.
-- Example: "A" has 12 speed. An incoming attack requires him to use 10 to dodge. A flash step lets him dodge and use the momentum to attack with a 10AP attack of their own.
7) Protecting your Vitals -- When you're overpowered by an enemy attack, you can absorb part of the damage into the defending/blocking limb (50% damage into your genki, 50% into your limb).
8 ) Redirection -- Instead of directly countering an enemy ENERGY attack, a martial artist can attempt to throw it back at their opponent. If the user fails in this attempt, they bear the brunt of the full force of the incoming attack. However, if successful, the opponent finds themselves facing the full impact of their own assault, with no means of countering it directly (only options are to dodge, block, or employ a defensive technique). Achieving success in this maneuver requires the practitioner not only to match the AP of the incoming attack but also to surpass its power. Can only be used once per battle. Upgradeable.
9) Hysterical Strength -- The potential to tap into dormant strength reserves. The user's strength increases by +2 for a single turn, but then drops -1 below your previous strength level for the duration of the round. After the round is complete, your strength level returns to normal. Upgradeable.
10) Weight Optimization -- Hand-to-hand fighters possess the ability to optimize the distribution of weight in their gear. While they may still be encumbered by excess items, they gain the advantage of choosing which stat incurs a penalty of -1, as opposed to the default deduction in speed.
Ki bonus skills tend to be for warriors who favor energy blasts or magic.
1) Flight -- You can levitate in the air through the manipulation of ki. This gives you an automatic (1 space) range advantage, or disadvantage if you're too far. While flying, your 'Ki Control' level is suppressed by -1. This cannot be combined with any kind of rapid movement technique, except 'propulsion'. 1-AP to activate/deactivate. Upgradeable.
Note from GM: At this time, you can't keep going higher into the air.
2) Ki Transfer -- Can use your own ki to resurrect an unconscious (but not dead) comrade. Costs 25% of your maximum genki (HP) to give them 1. Upgradeable.
3) Powerup -- You can choose one of the following.
-- Boost: Can use your ki to increase either your strength, speed, ki control or stamina by +1.
-- Reinforce: Can use your ki to increase your limb defenses by +2.
-- Replenish: Can use your ki to increase your general defenses by +1.
All are activated at will (0 AP). The duration is your ki control level. When completed, your ki control drops by -1 for the remainder of the battle. Upgradeable.
4) Ki Manipulation -- You can strengthen the power of your energy attack by +1, albeit by reducing the 'attack speed' by -1. This can be used for counters, but you still have to match the incoming attack speed, so any manipulation would have to come from any leftover AP. Upgradeable.
5) Ki Propulsion -- If you're unable to dodge an attack, you can use the force of one of your energy techniques to propel you out of harm's way and even create distance from your enemy. Your 'Speed + Attack range' = If you can dodge AND how many spaces you're going to travel in a single direction. But you can't deviate from your chosen direction, nor can you stop, so take care you don't collide into anything (see 'Collision' rules). Can only be used once per battle.
6) Electric Aura -- Your aura crackles with electricity, creating a dangerous environment. Whenever you use your Ki — whether for powering up, transforming, or casting techniques — anyone sharing your space takes 1 damage for each ki-related Action Point (AP) you expend, unless they move away. Upgradeable.
7) Telekinesis -- Can move lighter objects with your mind. Costs no stamina, does the damage of whatever item is. Range = How much speed you put into it. If an opponent counters, they can harm the object in question, but not the telekinetic. Upgradeable.
8 ) Final Stand -- A last result for warriors who are out of options and cannot afford to lose... even at the expense of their own lives. This is regarded as a 'suicide attack'. The warrior can utilize one of their own 'full-powered attacks' and add their maximum genki to its damage. It's not necessarily fatal, as '0 genki' is a KO, but it has to be assumed if you're willing to do this, you're probably low on health. Upgradeable.
-- Death Formula: You can go below 50% of your maximum genki, as described in the 'Combat System'.
9) Ki Sense -- A sensory ability that allows the user to read someone's 'power level' (individual stats NOT included) through their ki signature. While it can be reliable in warning the user of incoming threats, ki signatures can be manipulated or hidden from the user. Upgradeable.
10) By the Skin of Your Teeth -- You can barely dodge any single technique by accessing your ki reserves, which provides a brief but significant boost of speed. This ability does not work against multiple attacks cast during one turn, as it requires ALL of your available AP. While you receive a discount on the AP required, you must still pay the full amount in stamina. This can only be used once per battle.
-- Example: If an incoming attack has a speed of 14, but you only have 9, this ability allows you to dodge it. However, you will pay 14 stamina for that turn.
While 'Weapon Bonus Skills' clearly involve being a weapons specialist, it does share some similarities with both ki and hand-to-hand bonus skills.
1) Rapport -- You can master a single weapon to such an extent that it has practically become an extension of your arm. It does not fill any item slots, but if it breaks, it's as if you have just broken an arm with identical consequences (see 'Combat System' for the consequences of broken appendages).
2) Severance Package -- If a specific limb is targeted enough, it will eventually break. But weapons specialists have the potential to 'sever' limbs instead of breaking them. The same 'appendage' rules apply, but if a limb is lost, the victim will suffer 10 bloodloss a turn. This bonus skill isn't as effective against certain races though, especially ones who can overcome lost limbs.
-- Note from GM: For the sake of consistency, this applies for all weapons, even those that aren't associated with severing body parts.
3) Ki Infusion -- Ki can be channeled through your weapon. Choose one of the following.
-- Resilience: Can use your ki to increase your weapon's defense by +2.
-- Empower: Can use your ki to increase your weapon's attacking power by +1.
-- Enhance: Can use your ki to increase your weapon's ability (effect) by +1.
All are activated at will. The duration is your ki control level. When completed, your ki control drops by -1 for the remainder of the battle. Upgradeable.
4) Ki Fortification -- Ki can be utilized to fortify armor. Adds +1 replenishing defense, at the expense of -1 of their ki control. Unlike with a weapon, the duration is entirely optional. Activated and deactivated at will, with the latter stabilizing their 'ki control' level. If the armor is destroyed while this bonus skill is active, the 'ki control' loss sticks for the duration of the battle. Upgradable.
5) Unconventional Projectile -- Throwing your weapon at the enemy can potentially catch them off guard, triggering the 'surprise' mechanic, at the obvious cost of your weapon. Sensory techniques prove ineffective against this maneuver, which can only be employed once per battle. The 'throw' serves as one of your available techniques and is not compatible with actual projectiles.
6) Shock Absorbtion -- When the user's attempted attack is successfully countered, or their own block/counter/defensive technique fails and they receive damage, they have the opportunity to let their weapon absorb all the damage. If the weapon's durability isn't enough and it breaks, whatever damage is left is transferred to the user's genki. This can only be used once per battle. Upgradeable.
7) Quick Draw -- When a weapon is sheathed, it requires 1APto draw. This bonus skill allows the user to absorb that cost into their first attack, which comes straight from the scabbard.
-- Note from GM: Every weapon technically has a scabbard, but this bonus skill refers to a purchased one with its own mechanic, as described in 'Equipment Rules'.
8 ) Fakeout -- It's not uncommon for a weapons practitioner to execute a series of elaborate movements showcasing their martial arts prowess before striking. While this might initially seem like showing off, its true purpose lies in compelling the opponent to focus intensely on deciphering these movements, thereby draining their concentration. Every speed used = the enemy focus level is drained by -1, although this only lasts for the duration of the round. Much like feints, this bonus skill is vulnerable to sensory techniques.
9) Abandon Attack! -- Because your weapon functions as a kind of barrier between you and an incoming attack, you have time to abandon your technique if you're overpowered. Then you can dodge the attack instead, sparing you from harm. This can only be used once per battle.
10) Single Stroke Maneuver -- An alternative to beam struggles exclusive to weapons practitioners. Instead of making it a competition of power, the user forces the enemy into a competition of speed. When countering a 'full powered attack', they try to hit them first with whatever speed is available to them (through charging up, focus, etc). The enemy then has the opportunity to dodge, continuing the round. Or he can rise to the challenge by adding whatever speed boost he has to his original attack. Whomever is the faster wins and does full damage. This can only be used once during battle.
SPECIALTY BONUS SKILLS -- To be discovered when one follows that path. This might include ninja skills, hunter skills, mage skills, etc.
While it's possible to acquire all these skills, only a maximum of '10' can be actively wielded at any given time. However, they can be exchanged for other acquired bonus skills outside of combat. Technically, you can circumvent this limit by learning them as you would any other technique. Upgrades have no limits, but you must learn them yourselves.
When using them during battle, you must include their descriptions as if they were techniques, so your opponents won't be confused when you do something out of the ordinary.
There are five different types of bonus skills -- General, Ki, Hand-to-Hand, Weapon and Specialty.
GENERAL BONUS SKILLS
Generalized Bonus skills aren't restricted to any specific type of combat. A warrior of any path can potentially attain them.
1) Blitz -- You can forcefully cause a 'turn flip', allowing you to take control of the offense. This technically allows you two turns in a row, BUT you only get one turn worth of stamina, so this maneuver can be exhausting. You can only do it once per battle. This does not end the round. Both parties still lose -1 at the end of turn 10.
2) Outclassed -- When a fighter faces an opponent with half their power level, a single (1AP, 0 stamina) blow is sufficient to overwhelm them, provided they're in range. This ability applies only to NPCs. Grants a +50% bonus against armies. Upgradeable.
3) Undaunted -- Not every fight will be single combat, and many fighters have adapted to having multiple opponents. This skill allows a fighter to utilize their full speed against EACH opponent, though they are still limited by their normal "Stamina" stat.
-- Example: If "A" has 15 speed, 13 stamina and is fighting "B" and "C". "A" can utilize 15AP against "B"; then another 15AP against "C". But "A" only has a total of 13 stamina to cover both.
4) Feints -- You can mount 'false attacks' using your arsenal techniques. This can trick your opponent into dodging, blocking, counterattacking, revealing their speed; damage capabilities, etc. Costs no stamina, so you can 'lie' in your post that it did. It only costs the time to cast it. However, if the enemy figures out you're bluffing, they can ignore the feints, making them worthless. This technique is vulnerable against all sensory abilities.
-- Note from GM: Those who engage in feints MUST privately alert the GM or selected referee.
5) Stamina Conserving -- If you don't use all of your base speed during a single turn, you can delay the -1 stamina toll (at the end of the round) by 1 turn. You can keep delaying for as long as you can, but once you utilized your entire (base) speed level, you're back on schedule.
-- Example: If "A" has 10 speed, but spends the first 3 turns using only 8 or 9 of it. They go all out at turn 4. They won't have to pay the -1 stamina toll until the start of turn 14. But they'll still pay the next one at Turn 20.
-- Example 2: Using the example above, if they held out for 10 turns. They would pay -2 stamina at the end of turn 20.
6) First Blood-- You can attempt to determine who gets the first turn through simply being faster. If you have more speed than your opponent(s), you go first. This can backfire if your opponent is faster, as now they will automatically go first.
7) Insight -- Allows a warrior to 'focus' to such an extent that they won't be 'surprised' when an enemy attempts to attack them from behind (see 'Surprise Attacks' in Combat System), so they can block, defend, counter as if it was any other attack. Also allows them to see through 'feints', rendering them useless. For this to work, their 'Speed + Focus' level must be superior than the incoming attack speed.
8 ) Masking your Power -- Warriors often possess the instinct to gauge the damage of an impending attack, yet some have honed the skill to conceal their true power. This bonus skill enables you to obscure the damage output of your offensive strikes from your opponent, though it's effective solely for OFFENSIVE ATTACKS and doesn't extend to counters or defensive actions.
-- Note from GM: The GM or agreed upon referee must be alerted what the damage actually is. Also, remember to include a description of this bonus skill in your post.
9) Brace -- A defensive maneuver where the user braces himself and tries to weather the storm against an overwhelming offensei. This takes all of your turn's AP but increases your "Defense" by an amount equal to your "Speed" + "Ki Control" + "Strength", with the possibility of focus being added should they choose to do so. This replenishes against multiple attacks during a single turn. This can only be used once per battle.
10) Concentration-- Enables your 'focus level' to be used to manipulate the reach of your techniques, widening the range or closing the gap. Includes being able to attack enemies positioned diagonally from you. Every '1' space adjusted depletes your focus level by '1'.
HAND-TO-HAND BONUS SKILLS
1) Sky Dancing -- You can jump abnormally high into the air, gliding through the air, allowing you to bypass map obstacles, avoid space-consuming explosions and attack flying opponents. How far you can jump is = AP used. You must land by the end of the turn though. Consumes 1 stamina per jump.
2) Rapid Movement -- Move faster than the eye can see, although this only works if your feet are on the ground; have the use of both legs; nothing technically impedes you. Choose between one of the following.
-- Dash: You can move towards the enemy. Costs only 1AP to traverse any distance forward, but you consume 1-stamina for every space travelled.
-- Retreat: Can move away from the enemy. Costs only 1AP to traverse any distance backwards but you consume 1-stamina for every space travelled.
-- Side-Step: Can move diagonally, but only one space. Consumes 1-stamina each time.
Upgradeable.
3) Hold -- You can attempt to grab onto the enemy, pinning down their AP with your own. If successful, the enemy can only use unconventional methods of attacking (elbows, knees, eye beams, mouth blasts, unique appendages, etc.)... and that's only if they're facing you. Your own options are limited during a hold though. You can't move spaces, but if they have any available AP, they can. Upgradeable.
-- Example: If you have 12AP and your enemy has 14AP. A successful grab only allows them to utilize up to 2AP.
4) Mutually Assured Strike -- When using a counterattack, you can allow your enemy to actually hit you, leaving them open for you to hit them at the same time; both taking full damage. Cannot be used with full-powered attacks. Can only be used once per battle.
5) Blitz Attack -- You can counter an enemy's attack by trying to hit them first, stopping them in their tracks (and doing full damage). If your enemy can muster more speed than your attack, they can use it to abandon their original attack and dodge. Can only be used once per battle.
6) Flash Step -- If someone attacks you, you can evade their technique and attack them right back in one swift move. You must be able to dodge the technique for this to work and your subsequent attack speed cannot exceed what you just dodged. The stress this puts on your body causes all your stats to drop by -1 each time this is used.
-- Example: "A" has 12 speed. An incoming attack requires him to use 10 to dodge. A flash step lets him dodge and use the momentum to attack with a 10AP attack of their own.
7) Protecting your Vitals -- When you're overpowered by an enemy attack, you can absorb part of the damage into the defending/blocking limb (50% damage into your genki, 50% into your limb).
8 ) Redirection -- Instead of directly countering an enemy ENERGY attack, a martial artist can attempt to throw it back at their opponent. If the user fails in this attempt, they bear the brunt of the full force of the incoming attack. However, if successful, the opponent finds themselves facing the full impact of their own assault, with no means of countering it directly (only options are to dodge, block, or employ a defensive technique). Achieving success in this maneuver requires the practitioner not only to match the AP of the incoming attack but also to surpass its power. Can only be used once per battle. Upgradeable.
9) Hysterical Strength -- The potential to tap into dormant strength reserves. The user's strength increases by +2 for a single turn, but then drops -1 below your previous strength level for the duration of the round. After the round is complete, your strength level returns to normal. Upgradeable.
10) Weight Optimization -- Hand-to-hand fighters possess the ability to optimize the distribution of weight in their gear. While they may still be encumbered by excess items, they gain the advantage of choosing which stat incurs a penalty of -1, as opposed to the default deduction in speed.
KI RELATED BONUS SKILLS
Ki bonus skills tend to be for warriors who favor energy blasts or magic.
1) Flight -- You can levitate in the air through the manipulation of ki. This gives you an automatic (1 space) range advantage, or disadvantage if you're too far. While flying, your 'Ki Control' level is suppressed by -1. This cannot be combined with any kind of rapid movement technique, except 'propulsion'. 1-AP to activate/deactivate. Upgradeable.
Note from GM: At this time, you can't keep going higher into the air.
2) Ki Transfer -- Can use your own ki to resurrect an unconscious (but not dead) comrade. Costs 25% of your maximum genki (HP) to give them 1. Upgradeable.
3) Powerup -- You can choose one of the following.
-- Boost: Can use your ki to increase either your strength, speed, ki control or stamina by +1.
-- Reinforce: Can use your ki to increase your limb defenses by +2.
-- Replenish: Can use your ki to increase your general defenses by +1.
All are activated at will (0 AP). The duration is your ki control level. When completed, your ki control drops by -1 for the remainder of the battle. Upgradeable.
4) Ki Manipulation -- You can strengthen the power of your energy attack by +1, albeit by reducing the 'attack speed' by -1. This can be used for counters, but you still have to match the incoming attack speed, so any manipulation would have to come from any leftover AP. Upgradeable.
5) Ki Propulsion -- If you're unable to dodge an attack, you can use the force of one of your energy techniques to propel you out of harm's way and even create distance from your enemy. Your 'Speed + Attack range' = If you can dodge AND how many spaces you're going to travel in a single direction. But you can't deviate from your chosen direction, nor can you stop, so take care you don't collide into anything (see 'Collision' rules). Can only be used once per battle.
6) Electric Aura -- Your aura crackles with electricity, creating a dangerous environment. Whenever you use your Ki — whether for powering up, transforming, or casting techniques — anyone sharing your space takes 1 damage for each ki-related Action Point (AP) you expend, unless they move away. Upgradeable.
7) Telekinesis -- Can move lighter objects with your mind. Costs no stamina, does the damage of whatever item is. Range = How much speed you put into it. If an opponent counters, they can harm the object in question, but not the telekinetic. Upgradeable.
8 ) Final Stand -- A last result for warriors who are out of options and cannot afford to lose... even at the expense of their own lives. This is regarded as a 'suicide attack'. The warrior can utilize one of their own 'full-powered attacks' and add their maximum genki to its damage. It's not necessarily fatal, as '0 genki' is a KO, but it has to be assumed if you're willing to do this, you're probably low on health. Upgradeable.
-- Death Formula: You can go below 50% of your maximum genki, as described in the 'Combat System'.
9) Ki Sense -- A sensory ability that allows the user to read someone's 'power level' (individual stats NOT included) through their ki signature. While it can be reliable in warning the user of incoming threats, ki signatures can be manipulated or hidden from the user. Upgradeable.
10) By the Skin of Your Teeth -- You can barely dodge any single technique by accessing your ki reserves, which provides a brief but significant boost of speed. This ability does not work against multiple attacks cast during one turn, as it requires ALL of your available AP. While you receive a discount on the AP required, you must still pay the full amount in stamina. This can only be used once per battle.
-- Example: If an incoming attack has a speed of 14, but you only have 9, this ability allows you to dodge it. However, you will pay 14 stamina for that turn.
WEAPON BONUS SKILLS
While 'Weapon Bonus Skills' clearly involve being a weapons specialist, it does share some similarities with both ki and hand-to-hand bonus skills.
1) Rapport -- You can master a single weapon to such an extent that it has practically become an extension of your arm. It does not fill any item slots, but if it breaks, it's as if you have just broken an arm with identical consequences (see 'Combat System' for the consequences of broken appendages).
2) Severance Package -- If a specific limb is targeted enough, it will eventually break. But weapons specialists have the potential to 'sever' limbs instead of breaking them. The same 'appendage' rules apply, but if a limb is lost, the victim will suffer 10 bloodloss a turn. This bonus skill isn't as effective against certain races though, especially ones who can overcome lost limbs.
-- Note from GM: For the sake of consistency, this applies for all weapons, even those that aren't associated with severing body parts.
3) Ki Infusion -- Ki can be channeled through your weapon. Choose one of the following.
-- Resilience: Can use your ki to increase your weapon's defense by +2.
-- Empower: Can use your ki to increase your weapon's attacking power by +1.
-- Enhance: Can use your ki to increase your weapon's ability (effect) by +1.
All are activated at will. The duration is your ki control level. When completed, your ki control drops by -1 for the remainder of the battle. Upgradeable.
4) Ki Fortification -- Ki can be utilized to fortify armor. Adds +1 replenishing defense, at the expense of -1 of their ki control. Unlike with a weapon, the duration is entirely optional. Activated and deactivated at will, with the latter stabilizing their 'ki control' level. If the armor is destroyed while this bonus skill is active, the 'ki control' loss sticks for the duration of the battle. Upgradable.
5) Unconventional Projectile -- Throwing your weapon at the enemy can potentially catch them off guard, triggering the 'surprise' mechanic, at the obvious cost of your weapon. Sensory techniques prove ineffective against this maneuver, which can only be employed once per battle. The 'throw' serves as one of your available techniques and is not compatible with actual projectiles.
6) Shock Absorbtion -- When the user's attempted attack is successfully countered, or their own block/counter/defensive technique fails and they receive damage, they have the opportunity to let their weapon absorb all the damage. If the weapon's durability isn't enough and it breaks, whatever damage is left is transferred to the user's genki. This can only be used once per battle. Upgradeable.
7) Quick Draw -- When a weapon is sheathed, it requires 1APto draw. This bonus skill allows the user to absorb that cost into their first attack, which comes straight from the scabbard.
-- Note from GM: Every weapon technically has a scabbard, but this bonus skill refers to a purchased one with its own mechanic, as described in 'Equipment Rules'.
8 ) Fakeout -- It's not uncommon for a weapons practitioner to execute a series of elaborate movements showcasing their martial arts prowess before striking. While this might initially seem like showing off, its true purpose lies in compelling the opponent to focus intensely on deciphering these movements, thereby draining their concentration. Every speed used = the enemy focus level is drained by -1, although this only lasts for the duration of the round. Much like feints, this bonus skill is vulnerable to sensory techniques.
9) Abandon Attack! -- Because your weapon functions as a kind of barrier between you and an incoming attack, you have time to abandon your technique if you're overpowered. Then you can dodge the attack instead, sparing you from harm. This can only be used once per battle.
10) Single Stroke Maneuver -- An alternative to beam struggles exclusive to weapons practitioners. Instead of making it a competition of power, the user forces the enemy into a competition of speed. When countering a 'full powered attack', they try to hit them first with whatever speed is available to them (through charging up, focus, etc). The enemy then has the opportunity to dodge, continuing the round. Or he can rise to the challenge by adding whatever speed boost he has to his original attack. Whomever is the faster wins and does full damage. This can only be used once during battle.
SPECIALTY BONUS SKILLS -- To be discovered when one follows that path. This might include ninja skills, hunter skills, mage skills, etc.