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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