Wandering Swordsman


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