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CHOOSING A STYLE<br />
Every would-be student asks, “Which style should I<br />
study?” The answer depends in part on that to a more fundamental<br />
question: “What do I want to do?” Possibilities<br />
include getting in shape, competing, fending off muggers,<br />
fighting crime, and killing enemy soldiers. It’s tempting to<br />
select a style whose history and reputation seem compatible<br />
with your objectives, but it’s crucial to realize that the goals<br />
of the school you choose, and of its teachers, are far more<br />
important than the style itself. The police academy and<br />
YWCA anti-rape program might both teach “karate” – and<br />
even share instructors – but you can be sure that the two<br />
courses are very different!<br />
The short answer, then, is that nearly any style will do –<br />
if your instructor puts the right “spin” on it. Pick a style<br />
that’s common in your game world . . . or one you’ve heard<br />
of in real life . . . or simply one that sounds interesting. It<br />
really doesn’t matter, as long as your choice isn’t too outlandish<br />
(e.g., Yabusame – horse archery – isn’t practical for<br />
self-defense!). Then modify the style’s training with the<br />
“lens” below that best matches your goals. All of these style<br />
variations, being practical, automatically exclude cinematic<br />
skills and techniques.<br />
In some game worlds, Style vs. Style (p. 143) is hokum.<br />
There is an “ultimate” style (or styles – some settings have<br />
several), and it’s the wellspring of all other martial arts.<br />
Other styles are merely aspects of the True Way. The ultimate<br />
style is the True Way.<br />
Trained by a Master is always a prerequisite for learning<br />
an ultimate style. By definition, anyone who knows<br />
the ultimate source of the martial arts is a master!<br />
Weapon Master is suitable for an armed ultimate style –<br />
although most ultimate styles profess that “a true master<br />
needs no weapons” and provide the ability to back up the<br />
claim. Those trained in an ultimate style are familiar with<br />
every style derived from it and must purchase a 20-point<br />
Unusual Background that counts as Style Familiarity<br />
with all styles.<br />
An ultimate style contains all techniques and all of the<br />
skills from which they default, as well as all cinematic<br />
skills. It may also contain a few “invincible” or “unstoppable”<br />
moves with ludicrously steep default penalties;<br />
design these using Creating New Techniques (p. 89-95). It<br />
sometimes contains Combat Art and Sport versions of its<br />
combat skills, but a master can usually get by on defaults<br />
from his extraordinarily high combat skills. The GM<br />
might even consider using Wildcard Skills for Styles<br />
(p. 60).<br />
Fictional ultimate styles include Sumito (from Steven<br />
Perry’s “Matador Series”) and Sinanju (from Warren<br />
Murphy and Richard Sapir’s Destroyer books). Some people<br />
claim that certain real-world styles are ultimate styles.<br />
T’ai Chi Chuan (pp. 200-201), Shaolin Kung Fu (p. 194),<br />
Ultimate Styles<br />
144 STYLES<br />
Military: Start with any non-military style and spend an<br />
extra point on each of Knife and Spear. If the style includes<br />
Combat Art/Sport, Games, or Savoir-Faire (Dojo), make<br />
these skills optional – although services that encourage<br />
competition might teach Combat Sport or Games. Add<br />
Retain Weapon for Knife, Pistol, and Rifle to the style’s techniques.<br />
Remove any “fancy” technique that would be difficult<br />
to teach usefully in a few weeks of training; this<br />
includes any Average technique with a default penalty of -5<br />
or worse and any Hard technique with a default of -4 or<br />
worse. The result is a no-nonsense variation on the local<br />
fighting style. In affluent nations, recruits might learn a dedicated<br />
military style instead; see Styles for Soldiers (p. 145).<br />
Police: Start with any style and spend two extra points:<br />
one on Judo or Wrestling, one on Shortsword or Tonfa.<br />
Combat Art/Sport, Games, and Savoir-Faire (Dojo) become<br />
optional skills – officers may learn them on their own time.<br />
Some instructors integrate Guns (Pistol), Guns (Shotgun),<br />
and Liquid Projector (Sprayer) into the training. Add<br />
Handcuffing and Retain Weapon (with any weapon your<br />
department issues) to the style’s techniques. Omit Average<br />
techniques with a default penalty of -5 or worse and Hard<br />
Ninjutsu (see Ninja and Ninjutsu, p. 202), and Te (pp. 169-<br />
170) would all work as the basis for an ultimate style. So<br />
would Pankration (pp. 188-189), which some speculate<br />
came to India with Alexander the Great and went on to<br />
China. In all cases, use the details below and ignore the<br />
entry for the style’s realistic version (which might still<br />
exist for use by lesser martial artists).<br />
Ultimate Combat<br />
9 points<br />
Skills: Acrobatics; Breath Control; Judo; Jumping;<br />
Karate; Parry Missile Weapons; Sumo Wrestling;<br />
Wrestling.<br />
Techniques: All.<br />
Cinematic Skills: Blind Fighting; Body Control;<br />
Breaking Blow; Flying Leap; Hypnotic Hands;<br />
Immovable Stance; Invisibility Art; Kiai; Light Walk;<br />
Lizard Climb; Mental Strength; Power Blow; Precognitive<br />
Parry; Pressure Points; Pressure Secrets; Push;<br />
Sensitivity; Throwing Art; Zen Archery.<br />
Cinematic Techniques: All.<br />
Perks: Skill Adaptation (Brawling techniques default<br />
to Karate); Style Adaptation (All); any cinematic Style<br />
Perk; any Style Perk from a style descended from the ultimate<br />
style (GM chooses).<br />
Optional Traits: Altered Time Rate; Ambidexterity;<br />
Combat Reflexes; Enhanced Time Sense; Extra Attack;<br />
Weapon Master.