Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Some styles were born “stripped down” for use on the<br />
street: Krav Maga (p. 183) is a streetfighting system and Jeet<br />
Kune Do (pp. 164-165) is – in the words of Bruce Lee, its creator<br />
– “scientific streetfighting.” However, nearly every modern<br />
style claims some degree of street utility. The more<br />
combat-oriented the style, the less modification it needs for<br />
this to be true. Omitting forms, kata, belts, and similar<br />
formalities is widely regarded as being a necessary step.<br />
Buying a style is a simple matter of purchasing its individual<br />
elements at their usual point costs, subject to the<br />
rules under Components of a Style (pp. 141-143). Since a<br />
style’s basic components are typically taught together, and<br />
are prerequisites for its advanced abilities, it’s useful to<br />
know their minimum cost. This is the “style cost,” which<br />
appears at the start of each style entry.<br />
Style cost is a point for Style Familiarity plus an additional<br />
point per basic, mundane skill. It always equals the<br />
number of skills in the style, plus one. Cinematic and<br />
optional skills only increase style cost if the GM deems them<br />
“required training” in his campaign. No other traits ever<br />
influence style cost.<br />
For game purposes, a martial artist doesn’t “know” a<br />
style until he buys all of its basic components by spending<br />
points equal to style cost. He can always spend more; style<br />
cost is the minimum investment to unlock the style’s<br />
advanced abilities. The next few sections discuss different<br />
ways of making this investment.<br />
BUYING A STYLE<br />
This chapter presents many historical styles and a few<br />
non-historical ones. It doesn’t have space for every historical<br />
style, though – and fictional worlds need original<br />
styles. These are good reasons to design new styles.<br />
GM-Developed Styles<br />
The GM has free rein to develop new styles. The only<br />
hard-and-fast rule is that a style needs a unifying philosophy<br />
– even if it’s only “defeat all foes in total combat” – or<br />
it will feel like a haphazard group of skills and techniques,<br />
tossed together on a whim. In particular, look out for<br />
techniques and skills that don’t mix well. For instance, the<br />
aesthetics of Karate Art are at odds with the pragmatism<br />
of Head Butt, and Breath Control and Combat Art/Sport<br />
would seem impractical next to Melee Weapon skills in a<br />
style intended for soldiers.<br />
A useful method of generating new styles is simply to<br />
rename existing ones – perhaps Martian Kung Fu is just<br />
Wushu with a different name. Another option is to modify<br />
a style with one of the lenses under Choosing a Style<br />
(pp. 144-146) or a GM-created lens. Yet another is to<br />
modify an existing style to suit the peculiarities of a<br />
Creating New Styles<br />
146 STYLES<br />
A student of even the most artistic style can become a streetfighter<br />
– it just requires extreme dedication and training.<br />
Streetfighting styles also include ad hoc “prison” or<br />
“prison yard” styles. These have a relatively small body of<br />
techniques; they only retain what works. Weapons, if any,<br />
are improvised. Emphasis is on quickly eliminating the<br />
opponent before the guards see who did what to whom.<br />
STYLES BOUGHT DURING<br />
CHARACTER CREATION<br />
A newly created martial artist who’s supposed to “know”<br />
a style should possess all of the traits included in its style<br />
cost. If he has these things, he can enter play with points in<br />
the style’s techniques, cinematic skills (as long as he meets<br />
their other prerequisites), and Style Perks (one per 10 points<br />
in the style’s skills and techniques). He may also purchase<br />
any optional abilities that the GM has set aside for the style’s<br />
advanced students.<br />
LEARNING NEW STYLES<br />
DURING PLAY<br />
A PC can learn a new style during the course of the game.<br />
As a rule, he must have a teacher; therefore, his first task is<br />
to find an instructor. Depending on the campaign and the<br />
nonhuman race; e.g., Dwarven Ogre-Slayers learn Sumo<br />
but add Brawling to its skills and Head Butt and TA (Head<br />
Butt/Groin) to its techniques.<br />
Player-Developed Styles<br />
A player might want his PC to develop a custom style<br />
in play – whether a “self-defense” version of an existing<br />
style for quickly training NPCs or fellow PCs, or a whole<br />
new style that will cement his place in history. That’s fine!<br />
There’s no harm in letting a player select combat skills,<br />
techniques, and perks that his PC knows, call them a<br />
style, and formalize it by spending a point on Style<br />
Familiarity. Multiple PCs can even pool abilities by teaching<br />
each other. Anyone who wants credit as a cofounder<br />
must know all of the style’s abilities, though; “the guy who<br />
taught Judo to the founder” doesn’t count.<br />
A player might also wish to create styles out of play, for<br />
his PC to learn or to add color to the game world. This is<br />
riskier. The GM must ensure that the player isn’t trying to<br />
design an “ultimate style” or “the style with every technique<br />
I want an excuse to learn.” Such styles should also<br />
be in tune with the setting’s history and flavor.