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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.

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