Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Martial Arts

The Forge — Core Rules Reference

Martial Skills are not a single style — they are a library of techniques. Every Mystic who walks a different path, trained under a different master, chooses differently. The skills below are the building blocks. The player names the style.

Contents #

I.   How Mystic Martial Skills Work

II.   Class Access

III.   Mystic Core Abilities

IV.   Striking Skills

V.   Wrestling Skills

VI.   Shoving Skills

VII.   Body Mastery Skills

VIII.   Acrobatics

IX.   Style Naming & Combination

X.   Quick Reference

I. How Mystic Martial Skills Work #

Mystic Martial Skills use the same F Skills slot framework as the Fighter class. Slots are gained at the same levels and accumulate identically. Every skill — including Core abilities — must be purchased with a slot. Nothing is granted automatically.

This means a Mystic at 1st level has 4 slots and must decide immediately what kind of practitioner they are becoming. A Mystic who invests all early slots in Striking skills and never buys Awareness is a different character — and a different style — than one who anchors their trunk first.

The Soft Gate

Tier access follows the same level prerequisites as Fighter Martial Skills. A Mystic may purchase skills in any order within an accessible tier, but may not purchase a skill at a higher tier than they have unlocked. Unlocking a tier requires at least one skill purchase at the previous tier AND meeting the minimum level.

TierMin. Mystic LevelMin. Previous Tier Purchase
Basic1stNone
Skilled3rd1 Basic skill purchased
Expert5th1 Skilled skill purchased
Master7th1 Expert skill purchased
Grand Master13th1 Master skill purchased

The soft gate does not require the Core ability at each tier. A Mystic may purchase Striking skills without buying Awareness first. The gate only requires any one skill at the previous tier — it does not dictate which one.

Combat Breath (CB)

All Expert and higher tier skill abilities cost 1 CB to activate unless otherwise noted. CB functions identically to the Fighter’s Combat Breath system. Mystic base CB = d6 + CON modifier (one die smaller than the Fighter’s d8, reflecting the Mystic’s focus on technique over stamina).

CB Based6 + CON modifier at 1st level
Expert rank+2 permanent CB
9th level+1 permanent CB
Grand Master rank+2 permanent CB
20th / 25th / 30th / 35th+1 each
Winded (CB = 0)No Expert+ abilities available. Basic and Skilled abilities still function.
Recovery1d4 CB per 10 minutes complete rest, or full recovery after 8 hours.

Slots and Guildsman Skills

A Mystic is not required to spend every slot on Martial Skills. Any unused slot may instead be spent on a Guildsman (Thief) skill, following normal Guildsman training rules. This allows Mystics who trained in monastic environments with broader curricula — lockpicking, stealth, climbing — to reflect that background mechanically.

Guildsman skills gained this way are purchased at the same tier thresholds as Martial Skills. The Mystic does not gain the Thief’s percentage bonuses per level — they gain only what the slot purchases. This is The Forge rule. Expanded Guildsman integration for specific Mystaran monastic orders is an Anvil topic.

II. Class Access #

Martial Skills are not exclusive to the Mystic. Several classes may invest slots in Martial Skills, subject to the restrictions noted below.

ClassCore Abilities?Martial Skills Access
MysticYes — slot purchaseFull access to all Martial Skills and Core abilities.
FighterNoAll Martial Skills except Core abilities. Uses Fighter Martial Skill slot pool.
ElfNoAll Martial Skills except Core abilities. Elf Fighter levels govern tier access.
DwarfNoAll Martial Skills except Core abilities. Dwarf Fighter levels govern tier access.
HalflingNoAll Martial Skills except Core abilities. Halfling Fighter levels govern tier access.

Classes not listed — Cleric, Magic-User, Thief — do not have access to Martial Skills through the Forge rules. Specific campaign or Anvil settings may expand this. The Holy Knight path (Fighter Martial Skills document) covers Cleric/Fighter divine interaction separately.

III. Mystic Core Abilities #

Core abilities represent the fundamental psychophysical training that distinguishes a Mystic from a Fighter who has simply learned to punch. They are available only to the Mystic class. Like all skills, they must be purchased with slots — nothing is granted for free.

Each Core ability also has Expansion Paths: deeper or branching versions available as separate slot purchases at equal or higher tier. Expansion Paths follow the same training rules as all skills (instructor required at Skilled+, Success Check applies).

The Core abilities, along with their Expansion Paths, mirror the structure of the Holy Knight Prayer system — but the power comes entirely from within the practitioner, not from a divine patron.

Awareness   [Core — Basic tier]
The Mystic is rarely caught off guard. When this skill is purchased, the Mystic is surprised only on a roll of 1 on 1d6, rather than the standard 1–2.

This reflects the baseline attentional training of any serious martial practice — the constant low-level awareness of space, sound, and movement that makes a trained fighter difficult to ambush.
Expansion Paths (slot purchase):

Heightened Awareness (Skilled slot): Surprised only on a natural 1 on 1d8. The Mystic also acts in the first round of any surprise encounter, regardless of the surprise result.

Combat Sense (Expert slot, requires Heightened Awareness): The Mystic cannot be flanked. Rear attacks lose their automatic-hit bonus against this Mystic.
Heal Self   [Core — Skilled tier]
The Mystic has learned to direct internal energy toward accelerated physical recovery. Once per day, the Mystic may spend 1 full round in concentrated focus (no other actions that round) to recover Hit Points equal to their current level.

This ability may be used during combat. The Mystic must not be grappled, stunned, or otherwise unable to concentrate. The recovery takes effect at the end of the round in which it is declared.

Cost: 1 CB.
Expansion Paths (slot purchase):

Heal Others (Expert slot): The Mystic may apply Heal Self to a touched ally instead of themselves. Same mechanics — 1 round concentration, HP equal to Mystic level, once per day. The target must be willing and in contact with the Mystic.

Heal Others — Extended (Master slot, requires Heal Others): The Mystic may heal a target within 10′ without touch. The Mystic must have line of sight. Range is 10′ per 5 levels of the Mystic.

Accelerated Healing (Master slot, separate path): The Mystic may use Heal Self twice per day. Each use still costs 1 CB and 1 full round.
Resistance   [Core — Expert tier]
The Mystic has hardened their body and mind against magical and elemental assault through sustained internal training. When subject to spells or breath weapon attacks, the Mystic takes half damage. If the Mystic also succeeds on their saving throw, damage is reduced to one quarter.

This ability is always active — it requires no action to invoke and costs no CB.

Note: Resistance applies to damage only. Status effects (paralysis, charm, petrification) from spells are not reduced by Resistance — they require separate saving throws at normal difficulty.
Expansion Paths (slot purchase):

Greater Resistance (Master slot): Resistance now also applies to gaze attacks, wand effects, and stave effects. One quarter on a successful save.

Mind Fortress (Grand Master slot, requires Greater Resistance): The Mystic is immune to charm, sleep, and hold effects from non-divine sources. Divine charm/hold effects still apply but saves are made at +4.
Speak with Animals   [Core — Master tier]
The Mystic has achieved a level of attunement that allows direct communication with natural animals. This is not a spell — it is a trained sensitivity to posture, sound, and behaviour interpreted through a framework of ki awareness.

The Mystic may communicate intent and receive intent in return. Complex abstract conversation is not possible — the Mystic can convey simple concepts (danger, direction, food, friend/enemy) and receive the animal’s emotional and instinctual state.

Duration: Concentration, no time limit. One animal at a time. No CB cost.
Expansion Paths (slot purchase):

Animal Kinship (Grand Master slot): The Mystic can communicate complex concepts — locations, descriptions of people, events. Duration becomes 1 turn (10 minutes) without concentration.
Mind Block   [Core — Master tier]
The Mystic has developed the ability to seal their mind against external intrusion. While Mind Block is active, the Mystic is immune to ESP, mind reading, telepathic communication, and all magical attempts to detect their thoughts.

Activation: Declared at the start of any round. Costs 1 CB per turn (10 minutes) of sustained blocking. The Mystic is aware when something has attempted to read their mind, though not necessarily the source.

While Mind Block is active, the Mystic also cannot receive telepathic communication they would otherwise welcome — the block is total.
Expansion Paths (slot purchase):

Mind Fortress (Grand Master slot, same as Resistance expansion): Also grants +4 to saves vs. charm, sleep, hold from non-divine sources. Shared prerequisite path.
Blankout   [Core — Grand Master tier]
The Mystic can render themselves completely undetectable to non-magical senses. While Blankout is active, the Mystic produces no sound, no scent, and no peripheral visual movement. They are not invisible — a creature looking directly at them may still see them — but they produce none of the sensory signals that trigger attention or awareness.

Mechanically: All creatures must make an active Perception check (roll INT or less on 3d6) to notice the Mystic unless they are directly looking at the Mystic’s current position. Even then, the Mystic is treated as if they had a Move Silently score of 99%.

Cost: 1 CB per round sustained. Any attack action ends Blankout immediately.
Speak with Anyone   [Core — Grand Master tier]
An extension of the Mystic’s attunement beyond the animal kingdom, Speak with Anyone allows the Mystic to communicate meaningfully with any creature capable of language, regardless of whether a shared language exists. The Mystic reads and conveys meaning through ki resonance — not through words.

This is not a translation effect — the Mystic does not suddenly understand the creature’s language. Instead, both parties experience a direct exchange of meaning. Lies are detectable: the Mystic automatically senses deliberate deception during Speak with Anyone communication.

Duration: Concentration, no time limit. Costs 1 CB to initiate per conversation. No ongoing cost.
Gentle Touch   [Core — Grand Master tier]
The pinnacle of the Mystic’s body control, Gentle Touch allows a precise application of ki that can produce extraordinary effects through a single touch. The Mystic must successfully hit the target with an unarmed strike.

Effects available (one per use):

 — Charm: Target saves vs. Spells or is charmed as per the Charm Person spell.

 — Cure All: Removes one disease, one poison, or one ongoing condition (paralysis, blindness).

 — Death: Target saves vs. Death Ray or is slain.

 — Quest: Target saves vs. Spells or is compelled as per the Quest spell.

 — Paralysis: Target saves vs. Paralysis or is paralyzed.

Usage: Once per day. If the target’s HD is equal to or less than the Mystic’s level, no saving throw is required. Duration of all effects: 24 hours except Death (permanent) and Cure All (instantaneous).

Cost: 2 CB.
Section IV — Striking Skills

IV. Striking Skills #

Striking Skills govern the Mystic’s (and Fighter’s) unarmed offensive capabilities beyond the baseline Striking track. The basic Striking track (from the Fighter Martial Skills document) covers fundamental unarmed damage progression. The skills below are specialized techniques that layer on top of that foundation.

All Striking Skills use the standard unarmed attack process: declare intent in Phase 1, resolve HR vs. AC in Phase 2 Step 3. Unless otherwise noted, each Striking Skill replaces one standard unarmed attack.

Iron Fist   [Striking Skill]
Prerequisites: Basic Striking track purchased (any rank).
Basic
Through specialized conditioning, the user’s strikes carry unusual force. Re-roll any 1 result on the damage die — the second result stands, even if it is also a 1.
Skilled
Consistency of conditioning allows the user’s unarmed strikes to affect creatures immune to non-silver weapons. The Iron Fist’s blows count as silver for the purpose of bypassing immunity.
Expert — Costs 1 CB
The user’s strikes now affect creatures requiring a +1 magical weapon to hit. The strikes are not themselves magical — they simply carry enough focused force to overcome the creature’s resistance.
Master — Costs 1 CB
The user’s strikes now affect creatures requiring a +2 magical weapon to hit.
Grand Master — Costs 1 CB
The user’s strikes now affect creatures requiring a +3 magical weapon to hit. At this level of conditioning the practitioner’s hands are as effective as a master-crafted magical weapon against most supernatural threats.
Iron Fist bonuses stack with the Striking track’s damage progression. A Grand Master Iron Fist user with Grand Master Striking deals 1d10 + STR damage that penetrates +3 immunity.
Crushing Blow   [Striking Skill]
Prerequisites: Iron Fist at Skilled rank or higher. Represents an advancement of Iron Fist’s conditioning into structural destruction.
Basic
The user can break through hard surfaces with a focused unarmed strike. Structural damage: 1″ of wood or 1/2″ of stone per successful hit. Re-roll any 1 on the damage die (stacks with Iron Fist).
Skilled
Maximum damage on one die per attack — roll the die, replace the result with the maximum value. Structural damage: 2″ wood / 1″ stone. The strike hits with audible impact.
Expert — Costs 1 CB
The user treats the target’s AV as 2 points lower for this strike (minimum 0). Structural: 3″ wood / 1.5″ stone. The force of impact can visibly buckle armour.
Master — Costs 1 CB
The strike can now target items and weapons carried or worn by the opponent. The item must save vs. Crushing Blow (saving throw number equal to 15 minus the attacker’s STR modifier) or be damaged/destroyed. Structural: 4″ wood / 2″ stone.
Grand Master — Costs 1 CB
AV is treated as 0 for the purpose of this strike, regardless of actual value. Item saves are made at an additional -2 penalty. The user can now target magical items — they are not immune to Crushing Blow at this rank. Structural: 5″ wood / 2.5″ stone.
Crushing Blow replaces one standard unarmed attack. It cannot be combined with Eagle Claw in the same attack sequence.
Eagle Claw   [Striking Skill]
Prerequisites: Basic Striking track at Expert rank or higher. Two free hands required.
Basic
Two simultaneous strike rolls are made — one per hand. Each is resolved as a standard HR vs. AC attack roll. If both hit: the target takes 1d10 damage and is Grappled (wrestling Step 1 is already achieved — proceed to Step 2 on the next round). If one hand hits and one misses: the attacker may either release (no damage, no grapple) or transition to wrestling with Step 1 already won, dealing no Eagle Claw damage.
Skilled
Both-hands damage increases to 2d10. The one-hit option now deals 1d6 damage if the attacker chooses to proceed to wrestling rather than release.
Expert — Costs 1 CB
Both-hands damage: 3d10. The grip is powerful enough that the target suffers -2 to their FR roll when attempting to break the grapple.
Master — Costs 1 CB
Both-hands damage: 3d10. Strikes can now be directed at held items or weapons — the item must save vs. Crushing Blow or be wrenched free and dropped. The target is still Grappled if both hands hit.
Grand Master — Costs 1 CB
Both-hands damage: 4d10. Strikes can now target magical items — they are not immune. The Eagle Claw grip at Grand Master rank is nearly impossible to escape — the target must roll a natural 20 on their FR check to break free in the first round.
Eagle Claw requires two attack rolls in Phase 2 Step 3 — this counts as the character’s full attack action for the round. Cannot be combined with Multi-Attack (each Eagle Claw attempt IS the multi-attack).
Pain Touch   [Striking / Touch Skill]
Prerequisites: Basic Striking track purchased. The user must successfully hit with an unarmed strike to deliver Pain Touch.
Basic
On a successful unarmed hit, the user strikes a nerve cluster. The target suffers -1 to HR and -1 to AC for 1 round. A successful save vs. Paralysis reduces the duration to the current round only.
Skilled
The strike hits multiple nerve points simultaneously. Target suffers -2 HR and -2 AC for 1d3 rounds. No save to reduce duration.
Expert — Costs 1 CB
Target suffers -2 HR, -2 AC, and -1 to all saving throws for 1d3 rounds. The sensation is overwhelming — a failed save vs. Paralysis means the target loses their next action completely.
Master — Costs 1 CB
Target suffers -3 HR, -3 AC for 1d4 rounds. A failed save vs. Paralysis causes the target to drop any held items — the involuntary muscle response is uncontrollable.
Grand Master — Costs 1 CB
Target suffers -4 HR, -4 AC for 1d6 rounds. A failed save vs. Paralysis at -4 causes the target to fall prone from the intensity of the pain response. The effect is non-magical and cannot be removed by Cure spells — it must run its duration.
Pain Touch bonuses from multiple applications do not stack — the highest active penalty applies. Each application resets the duration.
Paralyzing Touch   [Striking / Touch Skill]
Prerequisites: Pain Touch at Skilled rank or higher. The user must successfully hit with an unarmed strike.
Basic
The user strikes a pressure point with controlled force. Target saves vs. Paralysis at +2 or one limb is numbed for 1d4 rounds: a numbed arm imposes -2 HR; a numbed leg reduces MV by 30′ (10′).
Skilled
Standard save vs. Paralysis or one limb is fully paralyzed for 1d6 rounds. A paralyzed sword arm prevents attacks; a paralyzed leg halves movement and prevents running or charging.
Expert — Costs 1 CB
Save vs. Paralysis at -2. The attacker may choose which limb to target. Full limb paralysis as above for 1d6 rounds.
Master — Costs 1 CB
Save vs. Paralysis at -4. Two limbs are paralyzed for 1d6 rounds — the user strikes two points in the same action. The target must succeed on both saves independently.
Grand Master — Costs 1 CB
Save vs. Paralysis at -6. On a failed save, the target is fully paralyzed (all limbs) for 1d6 turns. On a successful save, two limbs are still paralyzed for 1d6 rounds — there is no clean escape from a Grand Master Paralyzing Touch.
Paralysis from this skill is non-magical. It cannot be removed by Cure Paralysis spells — it must run its duration. This is deliberate: the effect is physiological, not supernatural.
Sticking Touch   [Striking / Touch Skill]
Prerequisites: Basic Striking track purchased. Triggered on any successful unarmed hit.
Basic
On a successful unarmed hit, the attacker may choose to maintain contact rather than withdraw. While contact is maintained, the attacker gains +2 HR, +2 FR, +2 AC, and +2 FD. Contact is maintained by succeeding on a FR vs. the target’s FD each round — failure means contact is lost and bonuses end.
Skilled
FR check to maintain contact is made at +2. The stuck target also suffers -1 HR against any opponent other than the Sticking Touch practitioner — their attention and movement are partially controlled.
Expert — Costs 1 CB
Contact is maintained automatically unless the target actively attempts to break it (they must use their action to make a FR vs. the practitioner’s FD). Bonuses increase to +3 HR, +3 FR, +3 AC, +3 FD.
Master — Costs 1 CB
While sticking, the practitioner can feel subtle shifts in the target’s weight and muscle tension — they gain +2 to initiative rolls against that specific target and can anticipate one attack per round, gaining a Parry reaction at no CB cost against that attack. Bonuses increase to +4 HR, +4 FR, +4 AC, +4 FD.
Grand Master — Costs 1 CB
The stuck target cannot make free attacks when the practitioner moves. The practitioner may also ‘ride’ the target’s movement — if the target moves, the practitioner may move with them at no action cost, maintaining contact. Bonuses remain at +4 in all categories. The Sticking Touch at Grand Master level is more controlling position than combat advantage.
Sticking Touch bonuses apply only while physical contact is maintained. The practitioner must have at least one free hand. Sticking Touch is compatible with Wrestling — maintaining contact after a failed grapple attempt still grants the bonuses.
Section V — Wrestling Skills

V. Wrestling Skills #

Wrestling Skills build on the core Wrestling maneuver (detailed in the Fighter Martial Skills document). The three-step sequence — Gap Close, Grip, Grind — remains the foundation. Wrestling Skills modify, accelerate, or add consequences to that sequence.

Locking Holds   [Wrestling Skill]
Prerequisites: Basic Wrestling maneuver (Gap Close / Grip / Grind sequence understood and available).
Basic
The user is trained in joint manipulation and positional control that reinforces their wrestling capability. +2 to FR rolls and +2 to FD at all times while engaged in wrestling. This bonus applies to all three Steps of the sequence.
Skilled
Choke Hold: When the user succeeds in Step 1 (Gap Close), they may immediately roll for Step 3 (Grind) without completing Step 2. If Step 3 succeeds, the hold established is a Choke Hold — the target cannot speak, cast spells with verbal components, or make loud sounds. Each round the choke is maintained, the target suffers 1d4 additional damage beyond the Grind result. If the Step 3 roll fails, the sequence falls back to Step 2 normally.
Expert — Costs 1 CB
Incapacitating Hold: In Step 3, a successful Grind roll may instead be used to immobilize one limb for 24 hours (the attacker chooses). An immobilized sword arm prevents attacks with that arm; an immobilized leg reduces MV to 30′ (10′) and prevents running or charging. The target saves vs. Paralysis to avoid immobilization — if they save, normal Grind damage applies instead.
Master — Costs 1 CB
Pinning Control: If the target has at least one immobilized limb from a previous Locking Holds application, they are considered fully Pinned. A Pinned target cannot resist the attacker effectively — the attacker may engage additional wrestling opponents simultaneously, using their extra attacks (if any) to initiate wrestling sequences against new targets while maintaining the Pin.
Grand Master — Costs 1 CB
Instant Immobilization: When the user succeeds in Step 1 (Gap Close), they may immediately roll for Step 3 and apply the Incapacitating Hold result without Step 2. No step-back on failure — if the Step 3 roll fails, the sequence still falls back to Step 2. The difference from Skilled Choke Hold is that the Incapacitating Hold’s 24-hour limb immobilization takes effect rather than the Choke Hold’s ongoing damage.
The +2 FR/FD bonus from Basic Locking Holds applies throughout any wrestling engagement, not just during Locking Holds applications specifically. It is a permanent conditioning bonus once purchased.
Section VI — Shoving Skills

VI. Shoving Skills #

Shoving Skills build on the core Shove maneuver. They extend Shove in two directions — Avoidance redirects incoming force rather than generating outgoing force, while Hurl represents the maximum expression of force projection: picking up and throwing an opponent rather than merely pushing them.

Avoidance   [Shoving / Defensive Skill]
Prerequisites: Basic Shove maneuver available. Avoidance is the defensive complement to Shove — redirecting rather than blocking.
Basic
By shifting weight and angle, the user avoids the worst of incoming attacks. Declare one attacker at the start of the round (Phase 1). Against that attacker, gain +1 AC and +1 FD for the entire round.
Skilled
Bonus increases to +2 AC and +2 FD against the declared attacker. The user no longer needs to declare in Phase 1 — Avoidance may be activated as a reaction when an attack is announced, at any point before the attack roll is made.
Expert — Costs 1 CB
Avoidance now applies against all attackers in a round, not just one declared target. The +2 AC and +2 FD bonus applies to every incoming melee attack. Costs 1 CB to activate for the round.
Master — Costs 1 CB
When the user successfully avoids a melee attack (the attack misses due to Avoidance’s AC bonus), the attacker is momentarily off-balance. The attacker suffers -2 HR on their next attack roll in the same round or the following round.
Grand Master — Costs 1 CB
Turn: When the user successfully avoids a melee attack, they may redirect it — the original attack is resolved against an adjacent target of the user’s choice, using the attacker’s original roll against the new target’s AC. This requires no additional action. Once per round. The redirected attack uses the attacker’s HR and damage as if they had targeted the new creature intentionally.
Avoidance is not the same as Parry. Parry requires the Defensive Stance declaration and is a roll-based block. Avoidance is a positional technique that improves AC and FD directly. They may be used in the same round by a practitioner who has both.
Hurl   [Shoving Skill]
Prerequisites: Shove maneuver at Skilled grade or higher. The target must be prone, grappled, or the user must succeed on a FR vs. FD check to establish the grab before throwing.
Basic
The user picks up a prone or grappled opponent and throws them. FR vs. target FD. On success: target is thrown up to 10′ in a chosen direction, takes 1d6 fall damage, and lands prone. On failure: the throw attempt fails but the grapple (if any) is maintained.
Skilled
The user can throw standing opponents without requiring prone or grappled status first — they grab and throw in one motion. Range increases to 15′. Damage: 2d6 fall damage. Target must save vs. Death Ray or land prone.
Expert — Costs 1 CB
The user can hurl the target into a second creature or obstacle within range. The thrown target takes 2d6 fall damage. The obstacle or second creature takes 1d6 impact damage. Range: 20′. Both the thrown target and the struck object/creature land prone (save vs. Death Ray for the struck creature to avoid prone).
Master — Costs 1 CB
Range: 25′. The user can hurl opponents overhead — a high arc throw allows targeting creatures or positions behind low cover or on elevated surfaces up to 10′ higher than the throw point. Damage: 3d6. The arc trajectory is visually spectacular and may trigger morale checks in observing creatures at DM discretion.
Grand Master — Costs 1 CB
Chain Hurl: The thrown target is hurled into a second opponent. The second opponent must make a FR vs. the first target’s FD or be knocked prone and take 2d6 impact damage. The original target takes 3d6 fall damage regardless. Range: 30′. This ability may be used once per round.
Hurl is a full action — it replaces the character’s melee attack for the round. A character with Multi-Attack may Hurl as one attack in their sequence, but only once per round regardless of number of attacks.
Section VII — Body Mastery Skills

VII. Body Mastery Skills #

Body Mastery Skills represent control over the practitioner’s own physiology — the hardening of skin, the redirection of sensory capability, the extension of awareness in space, or the uncanny speed that comes from years of dedicated conditioning. These skills are entirely internal: they confer no combat maneuver but reshape how the practitioner’s body functions.

Dragonskin   [Body Mastery]
Prerequisites: May not be used while wearing armour of any kind. Incompatible with all armour types.
Basic
The user begins conditioning their skin and underlying tissue. The user may sacrifice 1 point of their unarmoured AC bonus to gain 1 point of AV. This exchange is declared at the start of each day and cannot be changed mid-encounter. Maximum: sacrifice 1 AC for 1 AV.
Skilled
Maximum exchange: 2 AC for 2 AV.
Expert — Costs 1 CB
Maximum exchange: 3 AC for 3 AV. The skin has a faint toughened quality visible on close inspection.
Master — Costs 1 CB
Maximum exchange: 4 AC for 4 AV. The user also gains +1 to saving throws against fire and cold damage — the skin’s conditioning provides natural thermal resistance.
Grand Master — Costs 1 CB
Maximum exchange: 5 AC for 5 AV. The user is immune to mundane environmental damage — thorns, gravel, rough stone, extreme cold short of magical freezing. Their skin has a visible scale-like quality. The +1 fire/cold save bonus from Master increases to +2.
The AC sacrifice comes from the Mystic’s unarmoured AC total (base 11 + DEX modifier + Striking tier bonus). A Mystic with AC 14 who sacrifices 3 AC has AC 11 and AV 3 — they are harder to damage but somewhat easier to hit. This is the intended trade-off.
Prone Fighting   [Body Mastery]
Prerequisites: None. Available from Basic tier.
Basic
The user has trained extensively in ground-level combat. The standard -4 HR penalty for fighting while prone is eliminated. The -2 AC penalty for being prone remains.
Skilled
All prone penalties are eliminated. The user fights at full effectiveness from the ground.
Expert — Costs 1 CB
While prone, the user gains +2 AC from their low profile — ranged attackers suffer -2 HR and adjacent attackers cannot use overhead attacks effectively. The user may also attempt to Trip standing opponents from the ground as a normal action.
Master — Costs 1 CB
The user may move at half their encounter speed while remaining prone — a crawl-advance that keeps them low to the ground. Treat all ground-level cover as providing an additional +2 AC against ranged attacks.
Grand Master — Costs 1 CB
Prone becomes a tactical advantage rather than a penalty. The user gains +1 HR when attacking from the ground — the unexpected angle is consistently effective. Once per round, as a reaction to any melee attack, the user may instantly drop prone, causing the attack to miss automatically. This reactive drop does not expend their movement action.
Instant Stand is available to any Mystic who has purchased the Acrobatics skill at Basic rank — it is listed there. Prone Fighting and Acrobatics are complementary but separate investments.
Contortion   [Body Mastery]
Prerequisites: None. Available from Basic tier.
Basic
The user is aware of attacks from opponents directly behind them — they are not automatically hit from behind. Attacks from the rear are resolved normally (HR vs. AC) rather than automatically hitting.
Skilled
The user can make unarmed attacks against opponents directly behind them without turning. A -2 HR penalty applies — the angle is awkward but available.
Expert — Costs 1 CB
The HR penalty for rear attacks is eliminated. The user’s effective front arc extends to include 90° behind them — the body is flexible enough that ‘behind’ is a meaningless disadvantage.
Master — Costs 1 CB
Full 360° combat awareness. The user cannot be flanked. There is no AC penalty from rear attacks against this user — all directions are equally guarded.
Grand Master — Costs 1 CB
The user can simultaneously attack front and rear targets in the same round, splitting their attacks between the two arcs. Multi-Attack applies across both arcs — a user with 3 attacks could direct 2 forward and 1 backward, or any other distribution.
Contortion interacts with Awareness — a Mystic with both Core Awareness and Contortion GM is nearly impossible to ambush or flank effectively.
Meditation   [Body Mastery]
Prerequisites: None. Available from Basic tier.
Basic
4 hours of uninterrupted meditation provides the equivalent of 8 hours of sleep for all rest purposes — CB recovery, spell memorization (if applicable), Hit Point recovery per the standard rest rules. The Mystic cannot be disturbed during meditation without breaking it.
Skilled
2 hours of meditation provides full rest. The Mystic retains light sensory awareness during meditation — they are not surprised if disturbed, and may exit meditation instantly if a threat is detected.
Expert — Costs 1 CB
1 hour of meditation provides full rest. The Mystic may meditate in environments with light noise and activity — a common room of an inn, a forest with ambient sounds — without losing the benefit. Costs 1 CB to sustain in a noisy environment.
Master — Costs 1 CB
30 minutes of meditation provides full rest. The Mystic may split their meditation across intervals — two 15-minute sessions provide the same benefit as one 30-minute session.
Grand Master — Costs 1 CB
10 minutes of meditation provides full rest. The Mystic may meditate while moving at half their normal movement rate — a walking meditation that maintains full bodily function. This allows the Mystic to recover during overland travel.
Meditation does not replace magical healing or CB recovery from Defensive Stance’s Catch Your Breath. It replaces sleep for rest purposes only. A Mystic who is injured still heals at the standard rest rate — Meditation simply compresses the time required.
Speed   [Body Mastery]
Prerequisites: None. Available from Basic tier. This skill confers non-magical haste through physical conditioning.
Basic
Movement increases by 30′ (10′). Standard movement of MV 120′ (40′) becomes MV 150′ (50′). No combat effect.
Skilled
Movement increases by 30′ (10′) over Basic — MV 150′ (50′) becomes MV 180′ (60′). +1 bonus to Initiative rolls from the practitioner’s faster reactions.
Expert — Costs 1 CB
Movement is doubled from the character’s base. A standard MV 120′ (40′) becomes MV 240′ (80′). This is not magical haste — it is peak physical conditioning. Costs 1 CB per round of doubled-speed movement.
Master — Costs 1 CB
Movement is doubled (as Expert). The practitioner also gains one additional attack per round. This is not the full Haste effect — it is a single extra attack from physical speed, not a complete action doubling. Costs 1 CB per round sustained.
Grand Master — Costs 1 CB
Full non-magical Haste equivalent: movement doubled, all attacks doubled, +2 to Initiative. This is the maximum expression of physical speed achievable without magic. Costs 1 CB per round sustained. Unlike magical Haste, there is no aging effect — this is pure physical capability, not temporal manipulation.
Speed bonuses are cumulative with the character’s base movement. The CB cost at Expert and above applies each round the character uses their doubled movement or extra attacks — a round in which they move at normal speed costs no CB.
Section VIII — Acrobatics

VIII. Acrobatics #

Acrobatics is a single unified skill with a wide range of applications. The practitioner does not purchase Jumping separately from Tumbling — they purchase Acrobatics, and each tier unlock brings new applications of the same underlying physical training.

Acrobatics uses a percentage score for resolution. This score increases as the skill advances through tiers and as the practitioner gains levels.

Acrobatics Score

Base Score3 × DEX score
Level bonus+2% per Mystic or Fighter level
Tier bonus+2% per tier purchased (Basic = +2%, Skilled = +4% cumulative, up to +10% at Grand Master)
ResolutionRoll equal to or under the Acrobatics score on d100. Success means the feat is accomplished. Failure means the attempt fails — see individual applications for consequences of failure.
ExampleDEX 14 Mystic at 5th level with Expert Acrobatics: (14×3) + (5×2) + (3×2) = 42 + 10 + 6 = 58% Acrobatics score.

Acrobatics Applications by Tier #

Basic Acrobatics — Foundation

Jumping and Leaping

Standing start: up to 4′ high and 3′ forward per level horizontally (minimum 3′). Alternatively, a standing jump may go 2′ high with 1/2′ per level of forward distance.

10′ running start: up to 8′ high and 10′ + 1′ per level horizontally. Alternatively, 4′ high with +1′ per level of additional height.

Outdoors all distances are tripled in yards per the standard BECMI movement convention.

Failure on the Acrobatics roll means the jump falls short — the character lands at the base of the obstacle rather than clearing it.

Instant Stand

The character may rise from prone to standing as a free action at any point during their movement, without expending their action. Normal characters must use their full movement to stand from prone. This ability does not require an Acrobatics roll — it succeeds automatically once Basic is purchased.

Skilled Acrobatics — Tumbles and Catches — Expert and above abilities cost 1 CB (Flying Kick costs 2 CB)

Falling Damage Negation

The character can negate the first 10′ + 1′ per level of falling distance for damage calculation purposes. A 5th-level practitioner falling 25′ calculates damage as if they fell 25′ – 15′ = 10′. On a failed Acrobatics roll, falling damage is calculated normally.

Tumble / Flip

The character can perform a tumbling maneuver through or past an opponent’s space. Roll Acrobatics — on success, the character ends up on the other side of the opponent and may attack the opponent’s backside. Backside attacks ignore the target’s DEX AC bonus and Shield AC bonus. On the first occasion any specific opponent witnesses this maneuver, they must roll for Surprise (1d6, surprised on 1–2). A surprised opponent takes double damage from the attack that immediately follows the flip.

Circle Kick

A spinning kick that builds momentum from rotation. Declare before the attack roll. On a hit, the circle kick deals double damage. On a miss, the character is off-balance and suffers -2 AC until the start of their next action. Costs 1 CB.

Catches

When the character successfully Parries an incoming melee attack, they may immediately engage into Wrestling or Shoving. Step 1 (Gap Close) is considered automatically won — the character proceeds directly to Step 2 of wrestling or executes the Shove without the initial FR check. No Acrobatics roll required — the Catch triggers automatically on any successful Parry.

Expert Acrobatics — Flying Techniques — Expert and above abilities cost 1 CB (Flying Kick costs 2 CB)

Flying Strike

The character launches from a jump or elevated position to deliver a strike with their full body weight behind it. Requires either a 10′ running start or a jump from an elevated position at least 5′ above the target. On a hit, the flying strike deals double damage. On a miss, the character lands adjacent to the target and is off-balance (-2 AC). Costs 1 CB.

Swings

If the character can grip a fixed object (rope, chandelier, beam, tree branch) and swing in place for 2 consecutive rounds, the swing counts as a 10′ running start for all jumping and leaping calculations. A character who swings for 2 rounds and then releases at the apex has effectively launched from a run. No Acrobatics roll for the swing itself — the roll applies to whatever feat follows.

Master Acrobatics — Aerial Combat — Expert and above abilities cost 1 CB (Flying Kick costs 2 CB)

Backflip Strike

The character flips over an opponent’s head to land behind them and attack in a single fluid action. Requires an Acrobatics roll. On success, the character ends up directly behind the opponent and makes an immediate attack against the backside (no DEX or Shield AC). On the first occasion any specific opponent witnesses this maneuver, they must roll for Surprise — if surprised, the follow-up attack deals double damage. On a failed Acrobatics roll, the character lands off-balance in front of the opponent and suffers -2 AC. Costs 1 CB.

Enhanced Tumble

The Tumble/Flip maneuver from Skilled no longer requires an Acrobatics roll — it succeeds automatically. The Acrobatics roll is now only required when performing Backflip Strike or Flying Kick.

Grand Master Acrobatics — Complete Aerial Mastery — Expert and above abilities cost 1 CB (Flying Kick costs 2 CB)

Flying Kick

The pinnacle of aerial striking. The character launches from height or a full running start into a kick that brings full body momentum to bear. Requires either a 15′ running start or a jump from a position at least 10′ above the target. On a hit, the flying kick deals triple damage. On a miss, the character lands adjacent to the target at no penalty — Grand Master control eliminates the risk of the off-balance result. Costs 2 CB.

Aerial Combat

The character is as effective in the air as on the ground. While jumping, falling, or otherwise airborne, there is no penalty to attack rolls or AC. The character may make a full attack action at any point during a jump’s arc. This ability requires no Acrobatics roll — it is a passive mastery that applies automatically.

Acrobatics is available to Fighters, Elves, Dwarves, and Halflings as well as Mystics. Non-Mystic practitioners use the same percentage formula (3 × DEX + 2%/level + 2%/tier). Flying Strike and Flying Kick are particularly popular with Fighter acrobatic styles.

IX. Style Naming and Combination #

The skills in this document are the raw materials. The style is the practitioner’s own creation.

A player who invests in Iron Fist GM, Prone Fighting EX, and Acrobatics MS has a ground-fighting specialist who can punch through magical resistance from a prone position and flip back to standing after absorbing a hit. They might call this style Iron Bones, Earthbound Fist.

A player who invests in Sticking Touch MS, Locking Holds EX, and Avoidance GM has a controller who redirects force, immobilizes limbs, and never gets where they were aimed at. They might call this style Shadow Water, Vanishing Hold.

A player who combines Speed GM, Flying Kick GM, Eagle Claw EX, and Acrobatics GM is a devastatingly mobile aerial striker. They might call this style Wind Eagle, Iron Talons — or Drunken Monkey if they flavour the erratic movement and surprising grabs appropriately.

The Forge RuleThe mechanical skills in this document are The Forge — the core rules. They work as written in any BECMI campaign.
The AnvilMystara-specific styles, named school traditions, monastic order variations, and legendary technique trees are Anvil content. The skills here can be reflavoured for any order — but the mechanics are universal.
NamingPlayers name their style at any point. The name has no mechanical effect — it is flavour and identity. A style name should reflect the techniques invested in, the philosophy of the practitioner, and (optionally) the name of the master who taught them.
Styles evolveA style named at 3rd level may be renamed or expanded at 9th as new techniques are added. The Drunken Sailor becomes the Two-Flip Drunken Sailor when Acrobatics Master is purchased.

X. Quick Reference #

All Skills at a Glance

SkillCategorySummary
AwarenessCore — BasicSurprised only on 1 (1d6). Expand: 1d8, cannot be flanked.
Heal SelfCore — SkilledRecover HP = level, once/day, 1 CB.
ResistanceCore — ExpertHalf damage from spells/breath. Quarter on save.
Speak with AnimalsCore — MasterCommunicate intent with natural animals.
Mind BlockCore — MasterSeal mind vs. ESP/telepathy. 1 CB/turn.
BlankoutCore — GMUndetectable to non-magical senses. 1 CB/round.
Speak with AnyoneCore — GMCommunicate meaning cross-language. 1 CB.
Gentle TouchCore — GMCharm/Cure/Death/Quest/Paralysis by touch. 2 CB.
Iron FistStrikingRe-roll 1s → magic creature penetration by rank.
Crushing BlowStrikingBreak surfaces, AV reduction, item damage.
Eagle ClawStrikingTwo-hand grab: 1d10–4d10 dmg + auto-grapple.
Pain TouchStriking/Touch-1 to -4 HR/AC for 1–1d6 rounds.
Paralyzing TouchStriking/TouchLimb numbness → full paralysis by rank.
Sticking TouchStriking/Touch+2 to +4 HR/FR/AC/FD while in contact.
Locking HoldsWrestling+2 FR/FD; Choke, Incapacitate, Pin by rank.
AvoidanceShoving/Defense+1 to +2 AC/FD; reaction; all attackers; redirect.
HurlShovingThrow opponents 10’–30′, 1d6–3d6 damage.
DragonskinBody MasteryTrade AC for AV up to 5-for-5. No armour.
Prone FightingBody MasteryEliminate prone penalties → prone as advantage.
ContortionBody MasteryRear awareness → 360° attack capability.
MeditationBody MasteryCompressed rest: 4hr → 10min for full rest.
SpeedBody Mastery+30′ MV → doubled MV → full non-magical Haste.
AcrobaticsUnified Skill% score. Jumping, Tumbles, Flying Strike/Kick.

CB Costs Summary

AbilityCB CostTier
Heal Self / Heal Others1 CBSkilled / Expert Core
Mind Block1 CB/turnMaster Core
Blankout1 CB/roundGrand Master Core
Speak with Anyone1 CB to initiateGrand Master Core
Gentle Touch2 CBGrand Master Core
Any Expert+ Striking/Wrestling/Shoving skill1 CBExpert+
Circle Kick1 CBSkilled Acrobatics
Flying Strike1 CBExpert Acrobatics
Backflip Strike1 CBMaster Acrobatics
Flying Kick2 CBGrand Master Acrobatics
Speed (Expert+, per round of doubled MV/attack)1 CB/roundExpert+ Speed
Speed GM (full Haste, per round)1 CB/roundGrand Master Speed
Meditation in noisy environment (Expert)1 CBExpert Meditation

Acrobatics Score Quick Formula

Acrobatics % = (3 × DEX) + (2 × level) + (2 × tiers purchased)

DEXLevelTiersScore ExampleContext
101stBasic (1)= 30+2+2 = 34%New Mystic, average DEX
145thExpert (3)= 42+10+6 = 58%Mid-career Mystic, good DEX
169thMaster (4)= 48+18+8 = 74%Veteran Mystic, high DEX
1815thGM (5)= 54+30+10 = 94%Master practitioner, exceptional DEX

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Updated on March 14, 2026