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Martial Artist

Template

Dungeon Fantasy 1: Adventurers · p.9

Open source p.9
250 points

Martial Artist

250 points
You’re a true master of barehanded combat and exotic
weapons, from a faraway land – probably the Mysterious East.
While the knight (p. 8) and swashbuckler (p. 11) claim to be
trained in “martial arts,” their kung fu is weak. Years as a
monastic ascetic have awakened your gift for Chi Mastery
(p. 21) and taught you disciplines that channel your inner
strength. Now you’ve left the monastery for the dungeon to
perfect your art against even the strangest of foes.
Attributes: ST 11 [10]; DX 16 [120]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics: Damage /; BL 24 lbs.; HP
11 [0]; Will 11 [5]; Per 10 [0]; FP 12 [0]; Basic Speed 7.00 [0];
Basic Move 8 [5].
Advantages: Chi Talent 2 [30] and Trained by a Master
[30]. • 20 points in Chi abilities (p. 21); put leftovers into
special skills. • A further 20 points chosen from among addi-
tional Chi abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ
+1 [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], Per
+1 to +4 [5/level], FP +1 to +6 [3/level], Basic Speed +1 [20],
Basic Move +1 or +2 [5 or 10], Ambidexterity [5], Chi Talent
3 [15], Combat Reflexes [15], Enhanced Dodge 1 [15],
Enhanced Parry 1 or 2 (Unarmed) [5 or 10], Fit [5] or Very
Fit [15], Flexibility [5] or Double-Jointed [15], High Pain
Threshold [10], Luck [15], Magic Resistance [2/level], Mind
Shield [4/level], Signature Gear [Varies], Unfazeable [15],
Weapon Bond [1], Weapon Master (One exotic weapon)
[20], or Wild Talent 1 [20].
Disadvantages:
Disciplines
of
Faith
(Chi
Rituals)
[-10]. • Another -25 points chosen from among Code of
Honor (Bushido, equivalent to Chivalry) [-15], Compulsive
Vowing [-5], Honesty [-10], Obsession (“Perfect my art at
any cost!”) [-10*], Social Stigma (Minority Group) [-10],
Vow (Vegetarianism) [-5], Vow (Silence) [-10], Vow (Always
fight unarmed) [-15], or Wealth (Struggling, Poor, or Dead
Broke) [-10, -15, or -25]. • A further -15 points chosen from
among those traits or Callous [-5], Loner [-5*], No Sense of
Humor [-10], Overconfidence [-5*], Sense of Duty
(Adventuring companions) [-5], or Stubbornness [-5].
Primary Skills: Jumping (E) DX [1]-16; and Acrobatics, Judo,
and Karate, all (H) DX-1 [2]-15. • One of Thrown Weapon
(Dart, Knife, or Shuriken) (E) DX [1]-16; Throwing (A) DX-
1 [1]-15; or Blowpipe or Sling, both (H) DX-2 [1]-14. • One
of these three melee skills packages:
1. Two of Knife (E) DX+2 [4]-18; Axe/Mace, Jitte/Sai,
Shortsword, Smallsword, Staff, or Tonfa, all (A) DX+1
[4]-17; or Flail or Kusari, both (H) DX [4]-16.
2. One of the Melee Weapon skills in option 1, and raise both
Judo and Karate to DX [4]-16.
3. No Melee Weapon skills, but raise one of Judo or Karate to
DX+1 [8]-17 and the other to DX [4]-16.
Secondary Skills: Stealth (A) DX-1 [1]-15 and Meditation (H)
Will-1 [2]-10.
Background Skills: Tactics (H) IQ [4]-10. • Three of Fast-Draw
(any) (E) DX [1]-16; Climbing (A) DX-1 [1]-15; First Aid or
Gesture (E) IQ [1]-10; Teaching (A) IQ-1 [1]-9; Hiking
or Running, both (A) HT-1 [1]-11; Intimidation (A) Will-1
[1]-10; or Observation (A) Per-1 [1]-9.
Special Skills: Seven of Immovable Stance, Light Walk, Parry
Missile Weapons, Push, or Throwing Art, all (H) DX+1
[2]-17; Breaking Blow, Flying Leap (requires Power Blow),
or Pressure Points, all (H) IQ+1 [2]-11; Breath Control or
Kiai, both (H) HT+1 [2]-13; Body Control (VH) HT [2]-12;
Mental Strength (E) Will+3 [2]-14; Mind Block (A) Will+2
[2]-13; Autohypnosis or Power Blow (H) Will+1 [2]-12;
Esoteric Medicine (Chi) (H) Per+1 [2]-11; or Blind Fighting
(VH) Per [2]-10. All include +2 for Chi Talent.
* Multiplied for self-control number; see p. B120.
Customization Notes
The martial artist must balance Chi abilities, other advan-
tages, and special skills. It’s tempting to take a few combat-
effective Chi abilities (DR, Striking ST, etc.) and put all leftover
points into one skill (e.g., Power Blow). However, the warrior
with Catfall, DR, Danger Sense, and Resistant will probably
live longer to develop his skills!
Favored combat skills affect these choices. Some martial
artists fight using Judo and Karate. They need DR (to protect
their hands) and Striking ST (because they lack a weapon’s
leverage), and should improve Breaking Blow early in order to
defeat armor. Martial artists who fight armed can take a longer
view – they have a weapon between them and their enemies.
This template depicts a fighter fresh from the monastery or
academy. He’s capable but needs time to hone his skills. He’ll
grow quickly with a few points, and the 5 points from quirks
can boost key skills significantly. Those points aren’t needed
for cash – a martial artist requires only inexpensive weapons
and perhaps gauntlets (count as brass knuckles and protect the
hands).