This character sheet can be used to represent wandering warriors of unusual skill, from cultures with martial arts traditions. Such people can come from any class - aristocratic swordsmen, itinerant mercenaries, Temple guards and bandits with martial arts training or natural flair. Such practioners of the martial arts may live by begging, teaching their skills, working as bodyguards or tax collectors - and so can be encountered almost anywhere. Their equipment can also therefore be infinitely varied. While no match for an experienced hero or a master warrior, they can still give give an unwary warrior a lesson or two.
Cha |
Val |
Cost |
---|---|---|
STR |
13 |
6 |
DEX |
11 |
3 |
CON |
11 |
2 |
BOD |
11 |
2 |
INT |
10 |
|
EGO |
10 |
|
PRE |
10 |
|
COM |
10 |
|
PD |
3 |
|
ED |
2 |
|
SPD |
3 |
9 |
REC |
5 |
|
END |
22 |
|
STUN |
23 |
|
Total |
22 |
Cost |
Powers and skills, etc |
---|---|
3 |
FAM : Common Melee weapons, one missile weapon |
2 |
KS: Own Martial Art (11-) |
0 |
Languages: (native) |
16 |
Martial art: (Choose one package from the list below) |
3 |
+1 CSL with Martial Art |
4 |
Choose from the following list to make up 4 points: |
+ 2 STR ( cost = 4 points) |
|
Acrobatics |
|
Breakfall |
|
Herbal healing:1d6 Healing, requires gestures and incantations throughout (-1), concentration (0 DCV throughout, -1) Extra time, 5 min (-2) requires herbs and rare ingredients (OAF, -1), Requires KS: Healing(-1/2), 2x END (-1/2) (cost = 2 points) |
|
Climbing |
|
Combat skill levels, either +1 OCV (2 points) or +1 CSL with specific weapon |
|
Concealment |
|
Conversation |
|
Gambling |
|
High Society |
|
KS: Analyse style |
|
KS: Healing |
|
KS: Music |
|
Lockpicking |
|
PS: Assess value |
|
PS: Priest |
|
PS: Urban occupation |
|
PS: Rural occupation |
|
Paramedic |
|
Shadowing |
|
Skill modifier: Scholar (cost = 3 points, increase KS Martial world to 11- and take 1 free KS: at 11-)" |
|
Stealth |
|
Streetwise |
|
Superleap: + 1" per point up to +3" |
|
Survival |
|
Riding |
|
Tracking |
|
Tactics |
|
Weaponsmith |
|
28 |
Total powers and Skills |
50 |
Total Character Cost |
50+ |
Disadvantages |
---|---|
None Required |
Martial Arts Packages: choose one of
Armed Martial Art - Agressive
8 |
Multipower : 17 point reserve - all attacks only with appropriate weapon (OAF, -1) |
6 |
Pick 6 maneuvers (all ultra slots) from: |
Bind weapon (17) + 5 STR for bind only (-1), -1 DCV |
|
Defensive Strike (11) +1 OCV +3 DCV |
|
Destroy focus (15) 1d6 major transformation - target into cut-up stuff |
|
Fast Strike (16) + 6 STR (only for weapons, -1), +2 OCV |
|
Legsweep (17) +4 STR (only for legsweep, -1) +2 OCV, -1 DCV |
|
Martial Block (10) +2 OCV, +2 DCV |
|
Missile Deflection (15) Arrows or projectiles, vs adjacent attacks |
|
Running strike (16) 1/3 (STR + 5 STR, only for Strike, -1) + V/5, +1 OCV, - 2DCV [moveby] |
|
Thrown weapon (15) 1d6 RKA, range limited by STR, charges limited by carried weapons, only up to damage of weapon |
|
Weapons Flourish (15) +1/2d6 HKA autofire, only up to damage of weapon |
|
2 |
+1 OCV with favoured weapon |
Armed Martial Art- Cautious
8 |
Multipower : 17 point reserve - all attacks only with appropriate weapon (OAF, -1) |
5 |
Pick 5 maneuvers (all ultra slots) from: |
Counterstrike (15) 1/2 d6 HKA, Trigger (successful block), requires blocking roll, only up to damage of weapon |
|
Defensive Strike (11) +1 OCV +3 DCV |
|
Disarm (17) + 5 STR (only for Disarm, -1), -1 DCV |
|
Martial Block (10) +2 OCV, +2 DCV |
|
Martial Disarm (17) + 3 STR (only for disarm, -1) +1 OCV, +1 DCV |
|
Martial Dodge (10) +5 DCV |
|
Martial Strike (16) +4 STR (only for strike, -1), +1 OCV, + 2 DCV |
|
Missile Deflection (16) Arrows or projectiles, + 3 OCV |
|
3 |
+1 CSL with favoured weapon |
Unarmed Martial Art - Internal (Xingyi, Pakua or T'ai Chi)
11 |
Multipower : 11 point reserve |
5 |
Pick 5 maneuvers (all ultra slots) from: |
Defensive Strike (9) STR, +3 DCV |
|
Defensive Block (11) +1 OCV, +3 DCV |
|
Joint Lock (10) +5 STR (only to hold, -1) |
|
Martial Block (10) +2 OCV, +2 DCV |
|
Martial Disarm (9) +1 OCV, +1 DCV |
|
Martial Dodge (10) +5 DCV |
|
Martial Escape (10) +5 STR (only to escape, -1) |
|
Martial Throw (11) +1 DCV, opponent falls |
|
Missile Deflection (10) Arrows or projectiles |
|
Nerve Strike (10) +1d6 HA NND (defence is rigid armour on location) |
|
Resist (10) Knockback resistance 5" (must make Ego roll, -1/2) |
|
Shove (10) +5 STR, only to shove (-1) |
Unarmed Martial Art - External (An Chi, Gung Fu, Wing Chun)
12 |
Multipower : 12 point reserve |
4 |
Pick 4 maneuvers (all ultra slots) from: |
Basic Strike (12) +2d6 HA, +1 OCV |
|
Escape (12) +6 STR (only for escape, -1) |
|
Eye Gouge (12) 1d6 Flash, no range, time delay (normally 1 phase) |
|
Fast Strike (9) +1d6 HA, +2 OCV |
|
Joint Lock (12) +6 STR (only to hold, -1) |
|
Killing Strike (10) +1/2 d6 HKA |
|
Legsweep (12) +1d6 HA, +2 OCV, -1 DCV, opponent falls |
|
Martial Block (10) +2 OCV, +2 DCV |
|
Martial Disarm (9) +1 OCV, +1 DCV |
|
Martial Dodge (10) +5 DCV |
|
Missile Deflection (10) Arrows or projectiles |
Combined Martial Art - use armed or unarmed
12 |
Multipower : 12 point reserve |
4 |
Pick 4 maneuvers (all ultra slots) from: |
Defensive Strike (9) STR, +3 DCV |
|
Defensive Block (11) +1 OCV, +3 DCV |
|
Basic Strike (12) +5 STR, +1 OCV |
|
Bind (10) +5 STR (only to hold, -1) |
|
Escape (12) +6 STR (only for escape, -1) |
|
Martial Block (10) +2 OCV, +2 DCV |
|
Martial Disarm (9) +1 OCV, +1 DCV |
|
Martial Dodge (10) +5 DCV |
|
Martial Escape (10) +5 STR (only to escape, -1) |
|
Martial Throw (11) +1 DCV, opponent falls |
|
Missile Deflection (10) Arrows or projectiles |