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Some of these abilities resemble weapons or unarmed<br />

attacks, and allow attack rolls against normal combat skills<br />

instead of the Innate Attack skill. This is a “special effect”<br />

aimed at preserving the martial-arts flavor. It doesn’t affect<br />

point cost.<br />

Normally, the only legal defense against a ranged Innate<br />

Attack is a dodge. However, a few of these attacks have the<br />

Blockable limitation or Melee Attack limitation, which lets<br />

the target attempt a block or parry. Others are Maledictions,<br />

which can be resisted but not avoided.<br />

Innate Attacks are unrealistic and strictly for over-the-top<br />

cinematic games – and even then, they have Trained by a<br />

Master or Weapon Master as a prerequisite.<br />

Regeneration<br />

see p. B80<br />

Regeneration offers an alternative to Flesh Wounds<br />

(p. B417) for the GM who wants cinematic PCs back in the<br />

game soon after being knocked out or left for dead, but who<br />

prefers up-front point costs. The GM chooses the permitted<br />

levels. Accessibility limitations are prudent on speedier versions.<br />

“Not in combat” (-20%) limits healing to between<br />

fights. “Only when unconscious” (-30%) means the hero<br />

heals after he passes out, until he awakens at 1 HP. Limited,<br />

Crushing (-40%) or Unarmed (-40%) allow quick comebacks<br />

from beatings – but be aware that they also create the need to<br />

record what caused each wound.<br />

Resistant<br />

see p. B80<br />

<strong>Martial</strong> artists in cinematic games can be Resistant to<br />

Hypnotic Hands (p. 61), Invisibility Art (p. B202), Kiai<br />

(p. B203), Pressure Points (p. B215), or “Hand of Death”<br />

attacks (see Innate Attack, pp. 45-47). Neck-toughening exercises<br />

(an “iron neck”) allow Resistant to Neck Injury, which<br />

gives a bonus in Quick Contests to avoid injury from chokes<br />

(p. B370) and Neck Snap (p. B404). Arm exercises might give<br />

a similar bonus to resist injury from Arm Lock (p. B403) and<br />

Wrench Limb (p. B404). Individually, the above items are<br />

“Rare.” Resistant (+3) to any one of them costs 1 point and<br />

makes an excellent Style Perk.<br />

The blanket category “Chi Abilities” is comparable in<br />

importance to “Psionics” and therefore “Very Common.”<br />

Anyone might enjoy Resistant to Chi Abilities (+3) [10]; this<br />

represents unusually strong chi. Individuals with Trained by<br />

a Master can go as high as Resistant to Chi Abilities (+8) [15].<br />

Immunity to Chi Abilities [30] only suits unnatural beings.<br />

These traits protect against all noxious effects caused by cinematic<br />

skills or chi powers (see Chi Powers for <strong>Martial</strong> Artists,<br />

p. 46).<br />

Striker<br />

see p. B88<br />

In a cinematic game, the GM may permit fighters to buy<br />

any body part that isn’t a limb or an extremity as a Striker.<br />

Real-world martial artists have claimed to have “iron”<br />

foreheads and buttocks, among other things. Such Strikers<br />

must be crushing, can’t have the Long enhancement, and<br />

frequently suffer from Cannot Parry, Clumsy, and/or<br />

Limited Arc.<br />

Video game-inspired Strikers – such as a heavy spiked<br />

ball at the end of a long braid – have no such restrictions.<br />

They can have almost any reach and damage type. It’s up to<br />

the GM whether things like that spiked ball are Strikers or<br />

just equipment. As a rule, if it gets damage bonuses from<br />

unarmed combat skills and you’re gaming in an unrealistic<br />

genre where searches for weapons always conveniently overlook<br />

it, it’s a Striker.<br />

All Strikers inflict thrust damage at +1 per die – more<br />

than most punches and kicks.<br />

New Special Limitation<br />

Limb: Your crushing Striker isn’t a new body part but a<br />

limb. The limb has its normal reach and can strike with<br />

Brawling or Karate. Find punching or kicking damage as<br />

usual, including skill bonuses, and add +1 per die for the<br />

Striker. This isn’t cumulative with the effects of Claws. Limb,<br />

Arm is cinematic, and also lets you parry with the arm as if<br />

it were a weapon; Unusual Background and training time are<br />

as per Claws (p. 42). Limb, Shin is a realistic part of some<br />

styles’ training, and enhances shin kicks (p. 112). -20%.<br />

Talent<br />

see p. B89<br />

For general rules governing Talents, see the Basic Set.<br />

Two new Talents are germane to <strong>Martial</strong> <strong>Arts</strong>:<br />

Forceful Chi: Breaking Blow, Erotic Art, Flying Leap,<br />

Hypnotic Hands, Hypnotism, Invisibility Art, Kiai, Power<br />

Blow, Precognitive Parry, Pressure Points, Pressure Secrets,<br />

Push, Throwing Art, and Zen Archery. Reaction bonus: honorable<br />

opponents, those who practice “hard” or “external”<br />

styles (including potential students and masters), and lovers<br />

(past or present). 15 points/level.<br />

Inner Balance: Autohypnosis, Blind Fighting, Body<br />

Control, Body Language, Body Sense, Breath Control,<br />

Dreaming, Immovable Stance, Light Walk, Lizard Climb,<br />

Meditation, Mental Strength, Mind Block, and Sensitivity.<br />

Reaction bonus: pacifists, ascetics, and those who practice<br />

“soft” or “internal” martial-arts styles. 15 points/level.<br />

Someone with Forceful Chi is gifted at projecting his chi<br />

– both subtly and violently – to affect objects and people. He<br />

can even influence missiles in flight, helping him aim his<br />

own ranged weapons and evade his enemies’. His tangible<br />

aura of fitness impresses those who face him on the battlefield,<br />

at the dojo, or in the bedroom.<br />

A hero with Inner Balance has superior control over his<br />

body and mind. This inner peace strengthens his will, sharpens<br />

his senses, and enables him to perform impossible feats<br />

of endurance and balance. He’s visibly at peace, and those<br />

who appreciate order and focus find him pleasant to be<br />

around.<br />

Forceful Chi and Inner Balance are in many ways opposites.<br />

The GM could even make them mutually exclusive.<br />

However, the greatest masters of the Chinese martial arts –<br />

whose yang and yin are in perfect balance – might have high<br />

levels of both talents.<br />

CHARACTERS 47

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