Points

Skills: Acrobatics; Breath Control; Judo; Jumping; Karate; Parry Missile Weapons; Sumo Wrestling; Wrestling.

Techniques: All.

Cinematic Skills: Blind Fighting; Body Control; Breaking Blow; Flying Leap; Hypnotic Hands; Immovable Stance; Invisibility Art; Kiai; Light Walk; Lizard Climb; Mental Strength; Power Blow; Precognitive Parry; Pressure Points; Pressure Secrets; Push; Sensitivity; Throwing Art; Zen Archery. Cinematic Techniques: All.

Perks: Skill Adaptation (Brawling techniques default to Karate); Style Adaptation (All); any cinematic Style Perk; any Style Perk from a style descended from the ultimate style (GM chooses).

Optional Traits: Altered Time Rate; Ambidexterity; Combat Reflexes; Enhanced Time Sense; Extra Attack; Weapon Master.

techniques with a default of -4 or worse. The specifics of weapons training and techniques depend on the jurisdiction and the individual instructor.

Self-Defense: Buy any style without its Style Familiarity perk. Keep all of its skills. Hard techniques, Style Perks, and optional traits aren't taught. Training seldom exceeds a point in Judo and/or Karate, and perhaps a point in a few of the style's Average techniques (Arm Lock, Elbow Strike, and Knee Strike are popular) - although modern women's self-defense courses might add Eye-Rake, Targeted Attack (Karate Kick/Leg), and similar Hard techniques for discouraging stronger assailants. Those without previous training typically find self-defense lessons stressful, so Quick Learning Under Pressure (p. B292) applies when learning in play. Once per class, roll for each skill and, when the skills are known, each technique. Improvement past the first point in each of these things requires the usual 200 hours a point.

Street: Streetfighters typically rely on Brawling and Melee Weapon skills, but some train. Choose any style and spend an extra point on Brawling if it lacks striking skills or on Wrestling if it has no grappling skills. Put another point into a Melee Weapon skill of your choice - typically Axe/Mace (for wrenches and pipes), Flail (for chains), or Knife. Remove Combat Art/Sport, Games, and Savoir-Faire (Dojo) skills. The GM, playing the role of the instructor, should add a single unorthodox technique (such as Head Butt) or Style Perk (often Clinch or Improvised Weapons) to the style. Optional traits are usually ignored.

Trained by a Fraud: You learned from a fraud or a con-artist. He might have been well-meaning but incompetent; a grifter selling a fake art; or a businessman who put fees for memberships, belts, and tests ahead of solid instruction. Regardless of your teacher's motives, your training is showy but useless. Replace all of the style's skills with Combat Art versions of its combat skills. Techniques don't change, but the GM should add one or more worthless techniques (see Useless Techniques, p. 95). You may also have a Delusion (pp. 53-54). Overconfidence is appropriate, too: you believe that your skills are as effective as your instructor claims, which could get you into deep trouble . . .

Lenses are entirely optional. Purists, historical warriors, and cinematic heroes should probably learn "traditional" styles as written. If you do choose a lens, though, it's best to apply it to a style with goals that complement it. In all cases, it's helpful to know which arts favor what uses. The next few sections loosely categorize styles by purpose.

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