Karameikan Kick Boxer

These are traditional warriors who specialize in unarmed combat.

Initiate

Kick (MA) (b) (The ability to effectively use the normal medium damage kick).
Mule Kick (MA) (d) (The ability to kick to the rear or side without using an additional action).
Stun Kick (MA) (b) (The ability to make a light damage kick attack that reduces the speed factor of the target by the damage result).
Salary: None.
Equipment: None.
Cost: 4 HP
Possible Exits: Leave the profession, continue to Practitioner, remain as an Initiate.

Practitioner

Kick (MA) (b) (The ability to effectively use the normal medium damage kick).
Mule Kick (MA) (d) (The ability to kick to the rear or side without using an additional action).
Stun Kick (MA) (b) (The ability to make a light damage kick attack that reduces the speed factor of the target by the damage result).
Horseman's Surprise (MA) (d) (This skill allows the practitioner to perform a leaping kick doing extreme damage. The height of the leap is up to three meters. This attack uses up three actions when performed.)
Salary: None.
Equipment: None.
Cost: 6 HP
Possible Exits: Leave the profession, continue to Master, remain as a Practitioner.

Master

Kick (MA) (b) (The ability to effectively use the normal medium damage kick).
Mule Kick (MA) (d) (The ability to kick to the rear or side without using an additional action).
Stun Kick (MA) (b) (The ability to make a light damage kick attack that reduces the speed factor of the target by the damage result).
Horseman's Surprise (MA) (d) (This skill allows the practitioner to perform a leaping kick doing extreme damage. The height of the leap is up to three meters. This attack uses up three actions when performed.)
Blinding Feet (MA) (e) (This skill allows the Master to make an additional attack. This skill must be one of the modifiers for the initial attack. The second attack follows immediately after the first).
Salary: None.
Equipment: None.
Cost: 9 HP
Possible Exits: Leave the profession, remain as a Master.

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