Generic Chinese Martial Artist
This character sheet can be used to represent the wandering
martial artist so common to medieval movie china. Such people can
come from any class - aristocratic swordsmen (also called Chinese
Knights or Shih), itinerant monks, 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 martial artist, 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
|
2
|
FAM : Common Martial arts weapons
|
3
|
KS: Own Martial Art (11-), FAM: Martial World (8-)
|
0
|
Languages: Chinese (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
|
|
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 (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
|