I have updated the martial thing, adding some more details, Martial Mastery, as well as Virtues and Flaws.
A mundane martial artist has access to Martial Arts. They are Difficult Arts, advancing as Abilities.
Aside from normal actions during combat, a martial artist can perform feats. Unlike combat maneuvers, which take up an action, feats are made as part of the attack action, often causing effects in addition to normal soakable damage.
Feats have a selection of guidelines, which can be freely mixed and matched by simple addition. For example, using one guideline at level 6 and another at level 9 will result with a level 15 feat.
Every feat must be tied to a specific weapon. For example, a Beheading Sweep can only be performed with a greatsword, and in order to achieve the same effect with a different weapon, you must design and learn a new feat, of the same level but possibly different flavoring.
By default, feats can only be used on creatures up to 1 size category higher than you. You may spend 3 points for every additional size category. For example, in order to target creatures up to 5 size categories higher than you, you must spend 12 extra points when designing the feat. The size of a foe you wish to affect is ingrained in the feat’s design.
In order to learn a feat, a martial artist spends a season honing his ability, generating a Honing Total. If the Honing Total equals or exceeds the feat's level, the feat is learned. You may learn multiple feats in the same season, so long as the sum of their levels is equal or lower than the Honing Total using the lowest applicable Martial Art. If you can write, you generate a manual which can be read by others. Reading a manual reduces the feat's level by half when learning it, meaning you must only meet half of its level with your Honing Total. Honing your ability counts as a season of exposure in either Martial Ability or Martial Art used.
Martial Ability + Martial Art + Intelligence
Every feat has an associated Ability. Mastering a feat adds one to the Feat Total and removes one botch die from the feat attack. Practicing a feat yields Source Quality of 5. If you can read, you can also use Summae and Tractatus related to the feat.
The martial artist may use the feat attack as a reaction according to the rules for reacting in combat. The martial artist still takes the -10 penalty to his Attack Total and risks the extra botch dice, although the botch dice will be partially offset by his Mastery Ability.
Your Defense Total is doubled against enemy attacks using the same or similar feat.
The martial artist’s Mastery Score is added to his Attack Total while using the feat.
The martial artist’s Mastery Score is added to his Damage total, if the feat attack hits.
The martial artist’s Mastery Score is once again subtracted from the botch dice.
Before making an attack, the martial artist may declare using a feat. When using a feat, add the generated Attack Advantage to the related Martial Art score plus Feat Mastery, and subtract the feat’s Level. If the total is positive, the feat is flawlessly executed. If the total is negative, but no less than -10, the feat fails, but the attack is still made. If the total is less than -10, the action is completely wasted.
If the feat uses multiple martial arts, add the lowest Martial Art applicable to the total.
The feat’s effects are always resolved after the attack’s damage is applied (CONTENTIOUS).
Attack Advantage + Martial Art + Feat Mastery - Feat Level
Martial Art Guidelines
General: For every 1 point, impose a penalty of -1 to one total for one round.
General: For every 3 points, impose a penalty of -1 to all totals in a round.
General: For every 6 points, make an enemy lose one action.
General: For every 9 points, make an enemy lose one round, during which they cannot use reactions.
General: For every 1 point, deal a point of damage, inflicted and Soaked as environmental damage.
6: Cause a Light Wound, which cannot be Soaked, in addition to normal damage.
12: Cause a Medium Wound, which cannot be Soaked, in addition to normal damage.
18: Cause a Heavy Wound, which cannot be Soaked, in addition to normal damage.
24: Cause an Incapacitating Wound, which cannot be Soaked, in addition to normal damage.
30: Cause a Fatal Wound, which cannot be Soaked, in addition to normal damage.
General: For every 6 points of Advantage, make an additional attack at -10 penalty.
General: For every 12 points of Advantage, make an additional attack at -5 penalty.
General: For every 18 points of Advantage, make an additional attack at no penalty.
General: Perform a combat maneuver up to half the point bonus at the same time.
General: Gain half point bonus to one total.
General: Take point penalty to one total, gain equivalent bonus to another total.
General: Take a point number of additional botch dice, gain an equivalent bonus to another total.
General: Forgo an action to gain double point bonus to one total, or point bonus to all totals in a round.
General: Forgo a round (including reactions) to gain triple point bonus to one total, or double point bonus to all totals in a round.
6: Hamper a foe, such as making them lame. Heals as a Light Wound.
12: Cripple a limb, making it unusable but still capable of healing. Heals as a Medium Wound.
18: Same as above, but heals as a Heavy Wound.
24: Destroy or sever a limb, so that it cannot heal naturally.
Feats presented here can by default affect creatures of Size up to one category higher than the martial artist’s.
Handicap 5 (sword)
Feign an attack, imposing -5 penalty to the next Defense Total generated by the target.
Transcendence 5 (shortbow)
Lose your main action this round, to gain +10 bonus to an Attack Total on your next attack.
Transcendence 5 (heater shield)
Forwgo attacking and reacting to focus entirely on defending against mundane threats. Gain +10 bonus to all Defense Totals until the beginning of your next round.
Transcendence 5 (axe)
Take -5 penalty to your next Defense Total in order to gain +5 bonus to your next Attack Total.
Swiftness 6 (polearm)
Knock the enemy prone with the strength of your attack.
Handicap 15 (mace)
Batter the foe. They cannot use actions or reactions for a round, and take -2 penalty to all totals for that time.
Swiftness/Transcendence 20 (short sword)
Disarm the enemy, and gain +1 bonus to your next Attack Total against them.
Assassination 24 (dagger)
Abuse the enemy’s obvious weak point, inflicting an Incapacitating Wound.
Swiftness 24 (shortsword)
Make two additional attacks against any target within range, both at -5 penalty.
Assassination/Swiftness 36 (greatsword)
Kill an enemy, and with additional momentum make another attack at -10 penalty.
You are very well-adjusted to learning martial arts. You treat all Martial Arts as normal Arts advancement-wise. In addition, you may take Martial Virtues and Flaws.
Conjoined Martial Arts
You've come to see two martial styles as very similar to each other. Pick two Martial Arts. When gaining experience in one, you gain half as much in the other. In addition, when designing, learning and using feats that utilize both Arts, you use higher of the two (if the feat uses a third, lower Art, you must still use the lower).
You automatically gain Mastery Score 1 in every feat you learn, and you double your experience point gain when mastering feats.
Whenever you take more than three wounds in real combat (this excludes training, and self-inflicted wounds) you enter a terrifying trance. You may ignore penalties from wounds and fatigue, and you do not go unconscious until you are dead. Every round after the first while in the trance, you must pass a Stamina + Concentration roll against an Ease Factor of 6, or you are knocked out of the trance; every additional round increases the Ease Factor by 1. Once knocked out of the trance, you cannot enter it for the remainder of that battle.
You gain 50 experience points which you can spend exclusively on mastering martial feats.
You can perform feats in the spur of the moment. First, design a feat as you declare using it. Generate Feat Total as normal and at the end halve it. If, after halving, the total equals or exceeds the desired feat's level, you pull it off; otherwise the action is wasted.
Minor or Major, Martial
You are proficient in hunting down and vanquishing a certain type of foe, which can be any kind of creature. Whenever you are in combat with the creature, you may add your Hunt score to Initiative, Attack and Defense Totals, but only against the creature. The Virtue can be either Minor or Major, depending on how broad the hunted category is - a manhunter’s version would be Major.
You can use feats with any weapon close to the one you’re training with - for example, if you trained Beheading Sweep with any greatsword, you can perform the feat with any other sword.
You can take on foes much larger than you. The maximum Size category you can target with your feats is 2 higher than your own. You may take this Virtue multiple times, each time increasing the maximum Size category by one.
You have 50 experience points you may spend on Martial Arts and feats you can learn.
You roll two additional botch dice when using feats.
You have problems designing your own feats. You take -3 penalty to Honing Total when learning your own feats, unless you are using a manual.
Choose one of your martial arts. Halve your Feat Total before subtracting the Feat Level whenever you use that martial art. In addition, your Honing Total with the art is halved as well. The martial art has its full value for the purposes of increasing it with experience.
For some reason you are completely unable to combine one Martial Ability with one Martial Art, such as Brawl with Swiftness. This Flaw may be taken multiple times for different combinations.
Halve the Source Quality whenever you try to master feats.