Chinese Master Martial Artist

This character sheet represents the master martial artist. Generally, this is an old wizened guy who can help the player characters defeat a powerful foe, but it could equally well represent a younger, naive but well trained Shaolin monk - or a nun trained in Wing Chun - or a scholar well versed in Wu Shu. In other words, depending on the package of skills taken, this sheet can represent any powerful martial artist: an aged master, an unusually skillful Shih or warrior monk or even the bad guy's trusted lieutenant.

Cha

Val

Cost

STR

13

6

DEX

14

12

CON

13

6

BOD

11

2

INT

13

3

EGO

11

2

PRE

15

5

COM

10

PD

5

2

ED

3

SPD

4

16

REC

5

END

26

STUN

25

1

Total

55

Cost

Powers and skills, etc

4

FAM: common Melee weapons, Common Martial arts weapons

3

Scholar

5

KS: Own Martial Arts style (12-), KS: Analyse Style (12-), KS: Martial World (11-)

0

Language; Chinese

6

Acrobatics, Breakfall (both 12-)

16

Martial arts package of choice (see below)

3

+1 CSL with Martial Arts

8

Choose 8 points from the following list:

+ 2 STR (cost = 4 points)

+5 INT (cost = 5 points)

Chinese 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: Sorcery roll (-1/2), 2x END (-1/2) (cost = 2 points)

Climbing

Combat skill levels, either +1 OCV with one attack (2 points) or +1 CSL with Martial Arts (3 points)

Combat Sense

Concealment

Contacts (cost variable)

Conversation

High Society

KS: Analyse style

KS: Buddhism or KS: Taoism

KS: Esoteric Martial Arts Techniques

KS: Healing

KS: Famous Martial Artists

KS: Chinese History

KS: Music

Language : Japanese

Language : Korean

Language : Literacy

Lockpicking

PS: Priest

PS: Teacher

Paramedic

Shadowing

Stealth

Superleap: + 1" per point up to +3"

Survival

Riding

Tracking

Tactics

Weaponsmith

45

Total powers and Skills

100

Total Character Cost

50+

Disadvantages

10

Style disadvantage for martial arts chosen

5

Reputation (8-) Martial Arts Master

25

Assorted Psychological limitations

10

Hunted or watched

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

 

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