As with all atributes, these abilities should be carefully considered by the GM before they are allowed into the campaign. Ideally, these abilities should be used with the advanced combat system. Delayed Strike The kensei has learned the art of making damage wait its turn. The kensei may choose to apply up to five rounds of delay to any given strike that he makes with his chosen weapon. The strike appears to do no damage until the allotted time has elapsed, when the damage suddenly seems to appear as if from nowhere. For coolness purposes, many kensei choose to snap their fingers to make it appear as if the snap causes the damage to happen. This ability may be taken multiple times. For each time taken, the Kensei may delay his strikes one extra round, and may have one more strike delayed at a time. Thus, if a kensei has taken this attribute once, he may have a single strike delayed for up to five rounds, while if he has taken it four times, he may have four strikes delayed at a time, with each delayed up to nine rounds. Atemi Strike (contributor: blackstan@hotmail.com) By making an attack roll at a +2 penalty, the character can cause an automatic damage which goes through armor (but not Force Field). This damage is always (OCV/2) value, and can only be used against living things. Block Bullets (contributor: blackstan@hotmail.com) The character can parry bullets. On a successful Defense Combat Value roll with hand to hand weapon against a gun, instead of just dodging the attack, it can be blocked with the weapon. This can be used against Auto-fire weapons. Hail Mary (contributor: OVA) With this Ability, a weapon that normally can't be thrown can be used as a ranged weapon against a single target. With a +2 penalty, a character may mightily hurl any sort of hand to hand weapon. If the attack is successful, the target takes double damage, and is stopped in their tracks (if they were fleeing). If the attack misses, the weapon is far out of range, and will take at least a few rounds to run and pick up. Perfect Stroke (contributor: Travis Johnson, StarCros7@aol.com) This allows the kensei to make impossible manuevers with his/her weapon, like cutting off a tight fitting headband without hurting the wearer, or slicing an airborne orange into perfect halves. This manuever cannot cause damage to any other characters in anyway (except possibly to a unfortunate subject on a botched roll), and really turns the weapon into a pocket knife or similar tool. The Air Pressure Thing (contributor: Travis Johnson, StarCros7@aol.com) The kensei may make an attack at a distance equal to his Combat Value times 2 in yards. Damage is divided by 5, rounded up, to characters, but a GM may rule that objects or terrain take full damage. The Wall (contributor: Travis Johnson, StarCros7@aol.com) The kensei can stop any attack, no matter how powerful, by interposing herself between the attacker and defender (or just being in front of the attacker, if kensei is the target), and rolling an opposed [body+soul]/2. This only works in moments of very high drama, and requires that the kensei be holding his weapon in an offensive posture The Wall should be used sparingly by the GM. Don't hesistate to let the character have it ("Well, the Wall doesn't seem to work. Take, uh...155 points of damage”). "This 'll do..." (contributor: Travis Johnson, StarCros7@aol.com) The character can pick up any object that somewhat resembles his/her weapon (a rusty pipe for a sword, a spoon for a knife, etc., within reason, GM’s decision) and use it as the weapon she has kensei under. Counts as 2 kensei abilities. Strike With No Thought The kensei has learned the art of striking without thinking of where he will strike. He gains -1 to hit on all strikes, so long as the strike is not aimed. The kensei takes a +2 penalty on all called shots, negating the -1 from this ability and adding a further +1 penalty. Defensive Screen The Kensei is skilled in the arts of defense. Rather than taking a full attack or full defense action, the Kensei may take a penalty on his attack roll to get a corresponding bonus to his defense rolls for the next round. This penalty may not exceed his skill bonus for the weapon this ability is applied to. Power Attack The Kensei's attacks sacrifice accuracy for incredible power. The Kensei may take a penalty to hit to gain a +5 bonus to damage for each +1 applied to the attack roll. This penalty may not exceed his skill bonus for the weapon this ability is applied to. This counts as two Kensei abilities. Cleave The Kensei strikes with such skill that he may kill one enemy and continue on to the next with phenomenal speed. Once per turn, if the Kensei's attack kills an opponent, that attack does not count as one of the Kensei's attacks that round. The Kensei's following strike must be at an opponent within reach of his weapon, he may not move between strikes. Great Cleave Prerequisite: Cleave As Cleave, but may be used more than once per turn, with an upper limit of the number of enemies the Kensei has within his reach. Supreme Cleave Prerequisite: Great Cleave As Great Cleave, but you may move between your attacks. Whirlwind of Death The Kensei may give up all of his attacks for one turn to take one attack on every opponent within the immediate reach of his weapon. This counts as two Kensei abilities. Berserker The Kensei's rage is such that he damages himself in his frenzy to damage his opponent. He may do damage to himself after a successful hit to do twice that amount of damage to his opponent. The Berserker may not spend more than half his maximum health in this manner per strike. This counts as two Kensei abilities. The Mountain Does Not Fall The Kensei's will is such that even when dead or dying, he does not fall. When at 0 or negative health, the Kensei may spend ten energy to take a single action. Only one action may be taken per turn. If the Kensei is reduced beyond the threshold of death, he may keep taking actions as long as his energy holds out, but he is beyond saving. His will has exhausted his body, and it cannot keep going. This ability counts as two Kensei abilities. Fear is a Gift The Kensei induces such fear in his opponents that if his opponent fails a contested Soul roll, that opponent suffers a +1 penalty to defense rolls against the Kensei. Taking the Gift The Kensei has mastered his pain, and the art of giving that pain back to his enemy. The Kensei may activate this ability on his turn, and he may not perform any other action while using it. While active, any opponent that hits the Kensei with an attack is immediately targeted by the Kensei's own attack. This ability only applies to melee range attacks. This counts as two Kensei abilities. Sharp Like A Bokken The Kensei's weapon may cut through inanimate objects as though they were not there. If an object is considered to have Armor, the Kensei's attack ignores it. This counts as two Kensei abilities. One Strike, Two Cuts Prerequisite: Lightning Draw As his first action in the first round of combat, the Kensei strikes with such speed that he cuts twice in a single strike. He may attack twice against one opponent as a single action. If he must move in order to make his first attack, he may not make any defense rolls until his next turn, nor may he make any other non-attack actions in that round. The Kensei must be using only a single weapon to use this ability. Momentum This functions as the Gun Bunny ability of the same name. Let Him Go By While using the Full Defense action, the Kensei may spend 20 energy to make a single attack against any opponent who attacks him and misses. He may not use this ability more than once per missed attack. Prepared The Kensei is a master of defense. He gains an additional -2 bonus to defense rolls when on Full Defense, and if he possesses the Defensive Screen ability, he gains an additional -1 bonus whenever using it to gain at least a -1 bonus. Soul of the Wind The Kensei percieves danger instantly and can react with unnatural speed. He may spend 20 energy to add his Soul to his DCV for one defense roll. Speed of Spirits The Kensei initiates combat with unnatural speed. He may spend 20 energy when rolling initiative to add the number of Kensei abilities he knows to his initiative. Strike at the Tail Whenever the Kensei successfully disarms an opponent, he recieves an immediate free attack against that opponent. Instead of taking the attack, the Kensei may choose to have the opponent's disarmed weapon land in his off hand. The Sudden Strike The Kensei gains -2 to hit and +5 damage against any opponent who has not yet acted in this combat. Tread on the Blade If the Kensei's initiative check is higher than his opponent's by ten or more, he may spend 20 energy to gain an extra attack against that opponent. He may not use this ability more than once per round. Strike First, Strike Last The Kensei adds his Mind-4 to his Initiative roll while using his chosen weapon. This applies even if the Kensei does not have his chosen weapon drawn when Initiative is rolled, so long as his first action is to draw the chosen weapon. Furious Assault The Kensei may sacrifice defense to attack with greater speed and ferocity. When making a Full Attack, the Kensei gains an extra attack. During the round that you use Furious Assault, you may not make any called shots. This counts as two Kensei abilities. **WARNING** Be warned, the following two abilities have been called twinkish, munchkiny, and many other nasty words. These abilities are amazingly powerful, and the prerequisites are intended to reflect that. Also, a clarification. For the purposes of meeting the prerequisites of these two abilities, abilities such as Furious Assault and "This'll do..." which count as two Kensei abilities count that way only for price. You cannot meet the prerequisites for The Final Lesson with five abilities that each count as two. The Final Lesson Prerequisite: Any Ten (10) Kensei abilities. The Kensei has learned the Final Lesson, "There is no failure." On any roll where the Kensei made non-skill modifications to his die roll, if the roll fails, he may choose to forego all non-skill bonuses and penalties to that roll, if the roll would then succeed. The Kensei also forgoes all bonuses that were gained by making the modifications to his die roll. This counts as two Kensei abilities. This ability is not available to starting characters. Once learned, this character may no longer gain Kensei abilities, as it is, indeed, The Final Lesson. The Final Revelation Prerequisite: Any fifteen (15) Kensei abilities, including The Final Lesson. The Kensei has learned the final lesson, and has surpassed it to learn the universal truth. There is no end to learning. The Kensei may now declare all modifiers to his roll after he rolls the dice, but in the event of a critical, may not modify his roll. This counts as four Kensei abilities. GM Note: This ability is incredibly powerful, and should not be allowed lightly. If you _do_ allow it, it should only be to the most dedicated of Kensei characters.