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Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.;<br />

HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed<br />

6.00 [0]; Basic Move 6 [0].<br />

Advantages: 25 points chosen from among DX or IQ +1<br />

[20], Will +1 to +5 [5/level], Basic Speed +1 [20],<br />

Charisma 1 or 2 [5 or 10], Combat Reflexes [15],<br />

Enhanced Block 1 [5], Enhanced Dodge 1 [15],<br />

Enhanced Parry 1 [5 or 10], Extra Attack [25],<br />

Fearlessness 1-5 [2/level] or Unfazeable [15], Fit [5] or<br />

Very Fit [15], High Pain Threshold [10], Indomitable<br />

[15], Language (Broken) [2], Longevity [2], Reputation<br />

[Varies], Status 1 or 2 [5 or 10], Style Familiarity (any)<br />

[1/style], Style Perks [1/perk], Wealth (Comfortable) [10]<br />

or (Wealthy) [20], or Weapon Bond [1].<br />

Perks: Style Familiarity (own style) [1] and Style Familiarity<br />

(one other style) [1].<br />

Disadvantages: Duty (School; 12 or less) [-10]. • Either<br />

Bully (12) [-10], for a not-so-nice master, or any two of<br />

Code of Honor (“Fight fair”) [-5], Pacifism (Reluctant<br />

Killer) [-5], Sense of Duty (Students) [-5], or Vow (Never<br />

refuse a request for training) [-5], for a pleasant one. • A<br />

further -20 points chosen from among Bad Temper<br />

[-10*], Disciplines of Faith (Ritualism) [-5], Enemy<br />

(Members of rival school; Rival; 9 or less) [-5], Obsession<br />

(Perfect the ultimate style) [-10*], Odious Personal Habit<br />

Frauds<br />

Instructor (p. 34-35) depicts a talented martial artist who genuinely<br />

teaches a fighting style – whatever his personal flaws. The world is full of<br />

frauds, though. Some have little skill but pretend otherwise because<br />

they’re dishonest or crazy. Others are skilled masters who don’t teach anything<br />

useful out of laziness, concern that student injuries might ruin their<br />

reputation, fear that their teachings might be turned to evil or against<br />

them, and so on.<br />

In a lighthearted game with little mortal combat, it can be fun to play<br />

a phony. In any <strong>Martial</strong> <strong>Arts</strong> campaign, the GM might wish to keep players<br />

on their toes by making some instructors charlatans. To create a convincing<br />

fraud, consider the traits listed below. The students of such a pretender<br />

must buy their style with the “Trained by a Fraud” lens (p. 145). For<br />

rules on bogus martial arts in action, see Faking It (p. 130).<br />

Advantages: Charisma, Reputation, Smooth Operator, and Voice can all<br />

help lure students. Alternate Identity is an excellent way to avoid getting<br />

caught! Don’t overlook the Honest Face perk.<br />

Disadvantages: Greed is the motivation of most frauds. Laziness often<br />

accompanies it in the case of those with real skill. Compulsive Lying,<br />

Delusions, and Overconfidence are all common. Even true masters might<br />

harbor Delusions about their skills – or simple Paranoia. Being a fake can<br />

be a risky Secret.<br />

Skills: Acting, Fast-Talk, and Performance are crucial. Complete shams<br />

might add Stage Combat. Those trying to pass off watered-down styles as<br />

valuable in combat have Combat Art/Sport skills. Dishonest masters may<br />

truly possess the skills they purport to teach, even if they don’t share these<br />

with their students. In all cases, Intimidation is a great way to discourage<br />

prying questions.<br />

Techniques: Total cons don’t know any techniques! Those with combat<br />

skills, or at least Art/Sport versions, know their style’s usual techniques.<br />

Dishonest masters may know useless techniques (p. 95). Deluded ones<br />

likely have secret techniques (p. 86) . . . which might still be useless.<br />

(Inscrutable, or speaks in riddles) [-5], Overconfidence<br />

[-5*], Stubbornness [-5], or Workaholic [-5].<br />

Primary Skills: Savoir-Faire (Dojo) (E) IQ+2 [4]-14;<br />

Teaching (A) IQ+2 [8]-14; and 40 points in the skills and<br />

techniques of any style (see Chapter 5).<br />

Secondary Skills: Pick one of Diplomacy (H) IQ [4]-12,<br />

Intimidation (A) Will+1 [4]-13, or Leadership (A) IQ+1<br />

[4]-13. • Also select one of Body Language (A) Per+1<br />

[4]-13 or Psychology (H) IQ [4]-12.<br />

Background Skills: Any three of First Aid (E) IQ+1 [2]-13;<br />

Administration, Hidden Lore (Secret Styles), Public<br />

Speaking, or Writing, all (A) IQ [2]-12; Expert Skill<br />

(Hoplology), Philosophy (any), or Physiology, all (H)<br />

IQ-1 [2]-11; Meditation (H) Will-1 [2]-11; or Esoteric<br />

Medicine (H) Per-1 [2]-11. • Also choose one of Breath<br />

Control (H) HT-1 [2]-11, Lifting (A) HT [2]-12, or<br />

Running (A) HT [2]-12.<br />

* Multiplied for self-control number; see p. B120.<br />

Lens<br />

Cinematic (+125 points): Add 85 points chosen from among<br />

Blunt Claws [3], Damage Resistance 1-2 (Partial, Hands,<br />

-40%; Tough Skin, -40%) [1-2], Enhanced Block 1-3<br />

[5/level], Enhanced Dodge 1-3 [15/level], Enhanced Parry<br />

1-3 [5 or 10/level], Enhanced Time Sense<br />

[45], Extra Attack 1 or 2 (Multi-Strike,<br />

+20%) [30 or 60], Forceful Chi 1-4<br />

[15/level], Heroic Archer [20], Innate<br />

Attack [Varies], Inner Balance 1-4<br />

[15/level], Resistant to Chi Abilities (+3)<br />

[10] or (+8) [15], Striker (Crushing) [5],<br />

Trained by a Master [30], Weapon Master<br />

[20-45], or Wild Talent (Focused, <strong>Martial</strong><br />

<strong>Arts</strong>, -20%) 1-4 [16/level]. You must take<br />

either Trained by a Master or Weapon<br />

Master! • Add 40 points in your style’s cinematic<br />

skills (and prerequisites) – preferably<br />

all of them.<br />

Customization Notes<br />

Styles: Every style has masters,<br />

but teachers of certain styles are more<br />

likely to elicit strong reactions – usually<br />

respect, fear, or disapproval – from their<br />

community. Hoplomachia (pp. 161-162),<br />

Kalaripayit (pp. 168-169), and Pentjak<br />

Silat (pp. 189-191) all have this reputation.<br />

Historically, Masters of Defence<br />

(p. 17) were outspoken and influential,<br />

and often enjoyed noble patronage . . . or<br />

censure. In modern times, the menacing<br />

drill sergeant who teaches Military Handto-Hand<br />

(pp. 182-185) is among the<br />

strongest of instructor archetypes.<br />

Style Lenses: An instructor normally<br />

practices an unmodified style – even if<br />

what he teaches has the “Military,”<br />

“Police,” or “Self-Defense” lens – but he<br />

could have one of these lenses himself.<br />

“Trained by a Fraud” is unlikely, but some<br />

masters are frauds; see Frauds.<br />

CHARACTERS 35

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