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These benefits apply when using any weapon covered by<br />

your advantage – whether in melee or ranged combat, and<br />

whether defending against melee attacks or using the Parry<br />

Missile Weapons skill (p. B212) against missiles – as long it’s<br />

capable of what you wish to attempt.<br />

Wild Talent<br />

see p. B99<br />

This ability is especially suitable for individuals who’ve<br />

achieved “harmony with the Tao” – the putative goal of<br />

many Chinese martial arts. A warrior can use this advantage<br />

to attempt unmastered techniques at full skill instead of at a<br />

default penalty, if he knows the underlying skill. A martial<br />

artist who also has Trained by a Master or Weapon Master<br />

can even attempt unknown cinematic skills. If your Wild<br />

Talent only works for these two purposes, add the -20% limitation<br />

“Focused, <strong>Martial</strong> <strong>Arts</strong>.”<br />

Extra Hit Points<br />

The GM may let martial artists with appropriate<br />

Style Perks increase Hit Points by up to 100% instead<br />

of the usual 30%. Hulking TV wrestlers, heavyweight<br />

boxers, and massive sumotori traditionally enjoy this<br />

benefit. Such giants should use the Build Table<br />

(p. B18) to find weight from HP instead of ST. Use the<br />

“Overweight” column for HP up to 130% of ST, the<br />

“Fat” column for HP up to 150% of ST, and the “Very<br />

Fat” column for HP up to 200% of ST.<br />

Extra HP can also represent an unrealistic<br />

damage-taking capacity for ordinary-sized people; see<br />

Cinematic Injury (p. 139). In that case, anyone might<br />

be able to buy lots of HP. Hit points in excess of ST<br />

don’t affect the weight of such characters, or increase<br />

the damage they take or inflict in falls and slams.<br />

Remember that major wounds, crippling, and<br />

death all depend on thresholds calculated from HP.<br />

Those with 20+ HP also benefit from High HP and<br />

Shock (p. B419) and High HP and Healing (p. B424).<br />

PERKS<br />

Three new types of perks are important in <strong>Martial</strong> <strong>Arts</strong><br />

games. All can be gained in play. Each perk costs a point.<br />

For more on perks, see pp. B100-101.<br />

Style Familiarity<br />

Style Familiarity means you’ve studied and/or practiced<br />

a martial-arts style. You must pay a point for familiarity<br />

with any style you know. (Exception: The “Self-Defense”<br />

lens, p. 145, lets you ignore this requirement . . . but you<br />

won’t enjoy the allowances below.) Its effects are as follows:<br />

• You can acquire the style’s Style Perks, learn its cinematic<br />

skills (provided you have Trained by a Master or<br />

Weapon Master), improve its techniques whenever you<br />

have the points, and buy abilities listed among its<br />

“Optional Traits” – even ones that are generally off-limits to<br />

PCs, if the GM agrees. Style Familiarity acts as an Unusual<br />

Background that gives you access to these things. See<br />

Components of a Style (pp. 141-143).<br />

• You’re familiar with the style’s culture and don’t suffer<br />

the -3 for lack of Cultural Familiarity when using such<br />

skills as Connoisseur (Weapons), Games, Savoir-Faire<br />

(Dojo), or Teaching to interact with co-stylists.<br />

• In most settings, you have the equivalent of a 1-point<br />

Claim to Hospitality (p. B41) with a school or instructor.<br />

• If your opponent has studied one or more styles and<br />

you have Style Familiarity with them all, you may reduce<br />

the defense penalty from his feints and Deceptive Attacks<br />

by -1. You’re aware of his styles’ tricks and tactics! If the<br />

technique he uses with Deceptive Attack or to follow a feint<br />

isn’t an orthodox part of any of his styles, ignore this effect.<br />

In some campaigns, the GM may let you learn Style<br />

Familiarity for styles so secret that they lack style descriptions.<br />

For these, ignore the rules above and use Shout It<br />

Out! (p. 132).<br />

Style Perks<br />

Style Perks are minor advantages or rules exemptions<br />

for veteran warriors. The best way to learn them is to study<br />

a martial art, as most styles offer them as advanced training.<br />

Anyone may buy one Style Perk per 20 points in combat<br />

skills. A martial artist who has Style Familiarity may<br />

further buy one of that style’s perks per 10 points he has in<br />

its techniques and required skills; see Components of a<br />

Style (pp. 141-143). For example, 40 points in style abilities<br />

would allow two general perks plus four style-specific ones.<br />

Those with Style Familiarity for multiple styles and the<br />

minimum investment in each style (see Combining Styles,<br />

pp. 147-148) may count points in skills and techniques as<br />

part of each style that shares them.<br />

Below, an asterisk (*) indicates a cinematic perk that<br />

requires Trained by a Master or Weapon Master. Perks with<br />

a † require specialization by skill, technique, weapon, etc.,<br />

as noted. A style may offer a more restricted perk, but it<br />

still costs a point. The Style Perks for specific styles appear<br />

in Chapter 5 – and if they aren’t listed here, they aren’t<br />

available to non-stylists.<br />

Armor Familiarity†<br />

You’re accustomed to fighting in armor. You may ignore<br />

-1 in encumbrance penalties to attack or parry with Judo,<br />

Karate, or a fencing skill. You have no penalty at Light<br />

encumbrance, -1 at Medium, and so on. You must specialize<br />

by skill: Armor Familiarity (Judo), Armor Familiarity<br />

(Rapier), etc. The GM may permit multiple levels to negate<br />

greater encumbrance. Each level is an additional Style<br />

Perk.<br />

Biting Mastery<br />

You’ve learned a highly developed body of effective bites<br />

for use in close quarters. You may use Karate skill to attack<br />

with a bite and add the Karate damage bonus to biting<br />

damage. Styles for fanged nonhumans often have this<br />

perk!<br />

CHARACTERS 49

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