Acrobatics (H) DX+1 [4]-15*; Climbing (A) DX [1]-14*; Esoteric Medicine (H) Per-1 [2]-12; Flying Leap (H) IQ+1 [8]-14; Judo (H) DX-2 [1]-12; Jumping (E) DX [1]-14 Karate (H) DX+4 [20]-18; Light Walk (h) DX [4]-14 Lizard Climb (H) DX [4]-14; Meditation (H) Will-2 [1]-12 Observation (A) Per-1 [1]-12; Pharmacy (Herbal) (H) IQ-1 [2]-12; Philosophy (Buddhism) (H) IQ-1 [2]-12; Power Blow (H) Will [4]-14; Shadowing (a) IQ-1 [1]-12; Staff (A) DX-1 [1 ]-13; Stealth (A) DX [2]-14; Tracking (A) Per-1 [1]-12.

Techniques: Lethal Strike (Karate) (H) [3]-18; Flying Jump Kick (Karate) (H) [8]-18.

* Includes +1 for Perfect Balance.

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: 15 points chosen from among ST +1 [10], HT + 1 [10], HP +1 to +3 [2/HP], Will +1 to +3 [5/level], FP +1 to +3 [3/FP], Ambidexterity [5], Fit [5] or Very Fit [15], High Pain Threshold [10], Language (Broken) [2], Patron (Martial-arts master; 6 or less) [8] or (9 or less) [15], Pitiable [5], Single-Minded [5], or Style Perks [1/perk].

Perks: Style Familiarity (own style) [1].

Disadvantages: -15 points chosen from among Duty (Master; Nonhazardous; 12 or less) [-5] or (15 or less) [-10], Fanaticism (Master, school, or style) [-15], Obsession (Reach a specific grade) [-5*], Overconfidence

[-5*]f, or Workaholic [-5]. • Another -15 points chosen from among Chummy [-5] or Gregarious [-10], Delusions (see pp. 53-54) [-5 to -15], Easy to Read [-10], Gullibility [-10*], Impulsiveness [-10*], Low Self-Image [-10]f, Pacifism (Reluctant Killer) [-5], Post-Combat Shakes [-5*], Sense of Duty (Master) [-2] or (Fellow students) [-5], Social Stigma (Minor) [-5], or Wealth (Struggling) [-10] or (Poor) [-15].

Primary Skills: Savoir-Faire (Dojo) (E) IQ+2 [4]-12 and 15 points in the skills and techniques of a martial-arts style (see Chapter 5).

Secondary Skills: Lifting (A) HT [2]-12 and Running (A) HT [2]-12.

Background Skills: 6 points chosen from among Hobby (any), DX/E or IQ/E; Sports (any), DX/A; First Aid, Games (any), Housekeeping, or Savoir-Faire (Servant), all IQ/E; Cooking, IQ/A; or Carousing, HT/E.

* Multiplied for self-control number; see p. B120. t Low Self-Image and Overconfidence are incompatible.


Cinematic (+75 points): Add 60 points chosen from among Destiny [5, 10, or 15], Enhanced Block 1-3 [5/level], Enhanced Dodge 1-2 [15/level], Enhanced Parry 1-3 [5 or 10/level], Extra Attack 1 (Multi-Strike, +20%) [30], Forceful Chi 1-2 [15/level], Heroic Archer [20], Innate Attack [Varies], Inner Balance 1-2 [15/level], Resistant to Chi Abilities (+3) [10], Trained by a Master [30], Weapon Master [20-45], or Wild Talent 1-2 [20/level]. You must take either Trained by a Master or Weapon Master! • Add 15 points in your style's cinematic skills (and prerequisites); students often drill at Breaking Blow and Sensitivity.

Customization Notes

Styles: It's possible to be a student of any style. If an ordinary man on the street has martial-arts training in a modern-day game, he'll most likely know Greco-Roman Wrestling (p. 205), Judo (p. 166), Karate (pp. 169-172), Kendo (p. 175), Tae Kwon Do (p. 200), T'ai Chi (the meditative version on p. 201, not T'ai Chi Chuan), Wing Chun (pp. 203-204), or Wushu (pp. 206-207), depending on his culture. Aikido (p. 149) and Hapkido (p. 161) are growing in popularity in the West, as are such actively promoted arts as Hwa Rang Do (pp. 163-164) and Kempo (pp. 172-173).

Style Lenses: See the lenses suggested for the kind of martial artist that the student aspires to become. Lessons at the typical modern-day gym lead to "Self-Defense." "Trained by a Fraud" is unfortunately common.

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