Modern characters

4-12 4-7 1-8 7 75-86 . :• Iff (-20) " " J"} 6 "-86 JOT (-t0);

Quarter« taff

Step 2

If the character has any skill ranks in the following skills (which are no longer used), he may use the development points that he spent developing these skills to develop other skills in the Martial Arts skill group.

• Martial Arts Strikes Degree 2

• Martial Arts Sweeps Degree 2

• Martial Arts Strikes Degree 3

• Martial Arts Sweeps Degree 3

• Martial Arts Strikes Degree 4

• Martial Arts Sweeps Degree 4

The rules presented in this book will work fine for using martial arts in the modern (or pulp) genres. However, it is suggested that the two new professions not be used in either of these genres. The new training packages may be used (with the GM's discretion), but certain skills may or may not be appropriate.

The Core rules from this book will apply to all modern and pulp genre characters. The heroic rules will probably work fine in most games (though the GM should examine them carefully). The fantastic rules should probably be left out (though the GM should examine them to see if they fit any flavor issues that might be appropriate). Other than that, all rules from this book apply to modern characters.

WliAI'ON I.ISTINt

Butterfly Knife Chinese Sword Circular Knife Kris

Nine-King Sword Sai

Spring Sword Willowleaf Knife 2-Handed Weapon« Bo Staff , ¿if

Kusari-gama

Manriki-gu Ring Metal , Ttwro Staff U

Missile Weapons

Dai-kyu

Han-kyu Poteanp VV^j.

9-Dr.gonTndent

Thrown Weapons

Dart

¡■"lying Claw Rope Dart Shuriken

Dagger

Broadsword

Scimitar

Dagger

Falchion

Main Gauche

Rapier

Scimitar

Dagger

Broadsword

Scimitar

Dagger

Falchion

Main Gauche

Rapier

Scimitar

+5

+0

+5

+ 10

+ 15

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