Hand (sage study)
Hand is a sage study in the field of the Way of the Stick, focusing on the use of the empty hand to both defend against and deliver open hand strikes with devastating precision and force. Rooted in the ancient martial traditions of the east, the study treats the hand not merely as a weapon, but as a channel through which the whole of the body's strength, breath and spirit may be concentrated. With proper training, the angle, rotation and position of the hand can deflect swords, redirect spears, disrupt the stance of charging beasts or unbalance opponents mid-strike, all while leaving the practitioner poised to respond with a sudden, explosive counterattack.
More than a set of techniques, the Hand is an art of internal alignment — the drawing in of force through the feet, legs and spine, concentrating that momentum into a single, fluid point of contact. A well-placed strike does not rely on muscle, but on timing, structure and the unity of breath and motion. Masters of this study are said to strike with such precision that they can shatter wood, stun the mind or even arrest the motion of charging beasts with a single palm.
The study enhances the character's innate open hand techniques, building on those available through level-based advancement. Through practice, these techniques refine the character's ability to parry, redirect, penetrate and overwhelm — making the hand itself a living instrument of martial power.
Sage Abilities
The sage abilities below are those acquired by a character through the study, according to status.
Amateur Status
- Disarm: disarms enemies of their weapons with a skillful and precise technique: instead of attempting to overpower the weapon, it's energg is redirected. The character then swiftly steps inside the adversary's guard, applies pressure to the adversary's wrist and forcing them to release their grip on the weapon. Requires the normal roll to hit, causes no damage.
- Headbutt: an unconventional and specialised technique; the character, with a deep breath launches forward with a sudden and explosive burst of energy, striking the opponent's chest and causing twice the damage of a normal open hand. Requires a roll to hit; also causes 1d6 damage to the character employing this technique.
- Pin: pins an opponent to the ground using a combination of precise movements, leverage and control. The character moves into the opponent's hex intending to grapple, begun by firmly grasping the opponent's wrist. With remarkable speed and control, the opponent's arm is twisted behind the back, as he or she is put off balance; continuing the motion, the character uses leverage to guide the opponent to the ground, while maintaining control over the pinned arm. Requires roll to hit, causes open hand damage.
Authority Status
- Seize Weapon: a skill requiring precise timing and control. As the enemy's weapon arcs towards its target, the character sidesteps and closes the distance. With an iron grip, the character guides the weapon from the adversary's grip, seizes the weapon and steps back, all as one fluid motion. Requires roll with -3 to hit modifier, causes no damage.
- Throw: Using leverage and precise technique, gaining a position on the enemy that allowes gaining a grip on the enemy's arm, just above the elbow. Catching the enemy off balance, the character guides the other's momentum in a desired direction, sending him or her sprawling to the ground. Requires roll to hit; causes half normal open hand damage; stun locks the opponent as he or she returns to a fighting position. Cannot throw opponents into friendly hexes.
Expert Status
- Disrupt Pulse: delivers a precise three-finger strike that may be made gently enough to cause no damage, yet releases the target from magical fear, paralysis or effects such as hold person. When used as a damaging open hand attack, prevents the target from regenerating hit points or using shapechanging abilities for two rounds. As the "pulse" being interrupted is energy, not biological, constructs able to regenerate are affected.
- Whispering Palm: Delivers a focused surge of force that reaches the target without requiring physical contact, while still affecting an enemy as though contact were made; otherwise produces normal open hand damage with the hand stopping short at a distance of one inch. Useful against dangerous or corrupted flesh, creatures with acidic flesh, molds, slimes, etcetera.
Sage Status
- Gating Touch: suspends the target's ability to cast spells or activate magical effects at will for five rounds. Suppresses innate powers, spell-like abilities and magical items that require user intent, as the flow of force within the target is momentarily sealed. May be used only once per day per target.
- Quivering Palm: strikes the opponent with a precise, subtle blow that disrupts the flow of life within their body, causing death at the will of the character. Implants a hidden wave of energy that may be released at will, causing sudden death if the target fails to resist. functions only if the strike lands and the target is vulnerable to such disruption. Limited to effect against humanoids.
- Thousand-fold Fist: following the accumulation of twenty successful open hand strikes that cause damage, the character may unleash a single, devastating blow. the strike glows with gathered energy and inflicts four times the normal damage. resets upon use and may not be activated again until another twenty damaging strikes have been made. New hits may not be accumulated beyond the 20 gained until the fist is unleashed.