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CHARACTER TEMPLATES<br />
Below are templates for character types especially suitable<br />
as PCs in <strong>Martial</strong> <strong>Arts</strong> games. To use a template, simply<br />
pay its point cost, choose any options left open on the template,<br />
and note what abilities this gives you. To customize<br />
your PC, spend your remaining points – and any additional<br />
points from quirks or personal disadvantages – on whatever<br />
you like (subject to GM approval). See How to Use Character<br />
Templates (p. B258) for details.<br />
Each template sets aside points for a martial-arts style but<br />
doesn’t list the individual abilities to spend them on. To customize<br />
the character, choose a style from Chapter 5 and<br />
spend these reserved points on its components, as explained<br />
under Components of a Style (pp. 141-143). The template’s<br />
“Customization Notes” section suggests<br />
especially suitable styles, along<br />
with appropriate “style lenses” from<br />
Choosing a Style (pp. 144-146).<br />
Only Contender (p. 32), Instructor<br />
(pp. 34-35), Monk (p. 36), and<br />
Student (pp. 38-39) portray “career”<br />
martial artists. All of the remaining<br />
templates give traits for heroes who<br />
work at occupations where martialart<br />
experience could be useful. These<br />
don’t depict typical members of<br />
those professions, but unusual people<br />
who’ve chosen to invest a lot of<br />
time in martial-arts training, either<br />
for reasons of personal philosophy<br />
or to impress potential employers.<br />
The base templates assume a 100- to 150-point realistic<br />
game. However, each has one or two “lenses” that convert it<br />
into a template suitable for a 200- to 250-point cinematic<br />
campaign. The GM should use the higher end of these point<br />
ranges if he wants the PCs to be naturally gifted and welltrained,<br />
as the templates keep attributes modest (between 10<br />
and 13) and focus on skills. As well, the Instructor template<br />
is intended for a master – someone who is by definition better<br />
than most martial artists – and calls for closer to 200<br />
points in a realistic game or 300 points in a cinematic one.<br />
Remember that templates are neither required nor prescriptive.<br />
You can use them “as is,” alter them, or ignore<br />
them and create a PC from whole cloth. But even if you<br />
choose to ignore them, they’re worth skimming for ideas that<br />
could help you with your character concept.<br />
Assassin<br />
Stiletto<br />
100 points<br />
You’re a silent killer. You might be a ninja, a government<br />
agent, a hired hit man, or a dangerous nutcase with an agenda.<br />
Whatever your motivations, you’ve chosen the martial<br />
arts as your tool. Unarmed combat is valuable for taking out<br />
targets that would never let a weapon get near, while “traditional”<br />
weapons – bows, knives, etc. – are quieter and less<br />
random than firearms or explosives. The trick is to get close<br />
enough . . . and you’re an expert at that.<br />
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].<br />
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP<br />
10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.50<br />
[0]; Basic Move 5 [0].<br />
Advantages: 20 points chosen from among DX +1 [20], IQ +1<br />
[20], Per +1 to +4 [5/level], Acute Senses (any) 1-5 [2/level],<br />
Alternate Identity (Illegal) [15] or Zeroed [10], Cultural<br />
Familiarity [1/culture], Danger Sense [15], Honest Face<br />
[1], Night Vision 1-9 [1/level], Perfect Balance [15],<br />
Peripheral Vision [15], Style Familiarity (any) [1/style], or<br />
Style Perks [1/perk].<br />
Perks: Style Familiarity (own style) [1].<br />
Disadvantages: -20 points chosen from among Duty (Agency,<br />
clan, or guild; Extremely Hazardous; 12 or<br />
less) [-15] or (15 or less) [-20], Greed [-15*],<br />
Intolerance (Nation or other large group) [-5],<br />
Obsession (Assassinate a particular target)<br />
[-5*], Secret (Professional assassin) [-20],<br />
Sense of Duty (Clan or guild) [-5], or Social<br />
Stigma (Criminal Record) [-5]. • Another -20<br />
points chosen from among Bloodlust [-10*],<br />
Callous [-5] or Low Empathy [-20], Code of<br />
Honor (“Stay bought”) [-5], Light Sleeper [-5],<br />
Loner [-5*], Nightmares [-5*], No Sense of<br />
Humor [-10], Paranoia [-10], or Trademark<br />
[-5, -10, or -15].<br />
Primary Skills: Either Disguise (A) IQ+2<br />
[8]-14 or Stealth (A) DX+2 [8]-14. • Also spend<br />
20 points in the skills and techniques of a<br />
combat style (see Chapter 5).<br />
Secondary Skills: Pick four of Forced Entry (E) DX+1 [2]-13;<br />
Climbing (A) DX [2]-12; Camouflage or Savoir-Faire<br />
(Servant), both (E) IQ+1 [2]-13; Acting, Electronics<br />
Operation (Security), Fast-Talk, Holdout, Lockpicking,<br />
Shadowing, or Traps, all (A) IQ [2]-12; or Poisons (H)<br />
IQ-1 [2]-11.<br />
Background Skills: Choose three of Area Knowledge (any) or<br />
Savoir-Faire (Mafia), both (E) IQ [1]-12; or Armoury<br />
(Melee Weapons or Missile Weapons), Explosives<br />
(Demolition or Fireworks), or Streetwise, all (A) IQ-1<br />
[1]-11.<br />
* Multiplied for self-control number; see p. B120.<br />
Lens<br />
Cinematic (+100 points): Add 80 points chosen from among<br />
Blunt Claws [3], Combat Reflexes [15], Cultural<br />
Adaptability [10], Damage Resistance 1-2 (Partial,<br />
Hands, -40%; Tough Skin, -40%) [1-2], Enhanced Time<br />
Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%) [30<br />
or 60], Forceful Chi 1-4 [15/level], Gizmos (Only for style,<br />
-20%) [4/level], Heroic Archer [20], Innate Attack<br />
[Varies], Social Chameleon [5], Striker (Crushing) [5],<br />
Trained by a Master [30], or Weapon Master [20-45]. You<br />
must take either Trained by a Master or Weapon Master!<br />
• Add 20 points in your style’s cinematic skills (and prerequisites);<br />
Invisibility Art, Light Walk, and Lizard Climb<br />
are useful for stalking victims.<br />
CHARACTERS 31