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Lens<br />
Cinematic (+100 points): Add 80 points chosen from among<br />
Enhanced Dodge 1-3 [15/level], Enhanced Parry 1-3 [5 or<br />
10/level], Enhanced Time Sense [45], Extra Attack 1 or 2<br />
(Multi-Strike, +20%) [30 or 60], Forceful Chi 1-4<br />
[15/level], Gadgeteer [25], Gizmos [5/level], Heroic<br />
Archer [20], Higher Purpose [5], Innate Attack [Varies],<br />
Resistant to Chi Abilities (+3) [10], Trained by a Master<br />
[30], Weapon Master [20-45], or Wild Talent 1-3<br />
[20/level]. You must take either Trained by a Master or<br />
Weapon Master! • Add 20 points in your style’s cinematic<br />
skills (and prerequisites); Hypnotic Hands, Kiai, and<br />
Pressure Points are handy for taking prisoners.<br />
Customization Notes<br />
Styles: Taihojutsu (p. 201) merits special mention<br />
because it was invented for law enforcers. Most grappling<br />
styles – including Aikijutsu (p. 149), Judo (p. 166), Jujutsu<br />
(pp. 166-168), and Wrestling (pp. 204-206) – are well-suited<br />
to subduing crooks. Being able to hit hard is also useful.<br />
Fictional 19th-century detectives might use Bartitsu (p. 167)<br />
or Savate (pp. 193-194); pulp heroes and practical cops prefer<br />
Boxing (pp. 152-153); modern vigilantes go for styles<br />
with “street cred,” such as Capoeira (pp. 153-154), Jeet Kune<br />
Do (p. 164-165), and Kajukenbo (p. 168); and everyone is<br />
familiar with the Shurikenjutsu (pp. 195-197) skills of a<br />
famous crime-fighting “dark knight.”<br />
Style Lenses: “Police” is probable for an actual law officer.<br />
A vigilante might have “Self-Defense” or “Street,” depending<br />
on how aggressive his methods are.<br />
Duelist<br />
100 points<br />
You’ve studied the fighting arts, typically a knightly or<br />
sword style, in order to win duels for profit. You champion<br />
moneyed folk who wish to settle affairs of honor with blood<br />
– just not theirs. You’re adept at remaining cool enough to<br />
strike not necessarily first but best. Dueling attracts hotheads,<br />
may be illegal, and often leaves corpses behind, so<br />
you must stay on the road to avoid those who would seek<br />
glory, vengeance, or justice at your expense.<br />
Attributes: ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [10].<br />
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.;<br />
HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed<br />
6.00 [0]; Basic Move 6 [0].<br />
Advantages: 20 points chosen from among DX +1 [20],<br />
Basic Speed +1 [20], Ambidexterity [5], Enhanced Block<br />
1 [5], Enhanced Dodge 1 [15], Enhanced Parry 1 [5 or<br />
10], Fearlessness 1-5 [2/level] or Unfazeable [15], Hard to<br />
Kill 1-5 [2/level], Luck [15], Rapid Healing [5], Style<br />
Familiarity (any) [1/style], Style Perks [1/perk], Wealth<br />
(Comfortable) [10] or (Wealthy) [20], or Weapon Bond<br />
[1].<br />
Perks: Style Familiarity (own style) [1].<br />
Disadvantages: -20 points chosen from among Enemy<br />
(Glory-seeker or rival duelist; Hunter; 6 or less) [-5] or (9<br />
or less) [-10], Enemy (Past victim’s vengeful relatives;<br />
Hunter; 6 or less) [-5] or (9 or less) [-10], Reputation -1 or<br />
-2 (Ruthless killer) [-5 or -10], Secret (Illegal dueling<br />
deaths) [-20], or Social Stigma (Criminal Record) [-5].<br />
• An additional -20 points chosen from among Bloodlust<br />
[-10*], Callous [-5] or Low Empathy [-20], Code of Honor<br />
(Professional) [-5] or (Gentleman’s) [-10], Distinctive<br />
Features (Dueling scars) [-1], Greed [-15*], Loner [-5*],<br />
or Overconfidence [-5*].<br />
Primary Skills: 30 points in the skills and techniques of a<br />
combat style (see Chapter 5). Unlike most martial artists,<br />
a duelist can justify putting most of these points into just<br />
one skill!<br />
Secondary Skills: Armoury (Melee Weapons) (A) IQ [2]-10;<br />
Current Affairs (People) (E) IQ [1]-10; First Aid (E) IQ<br />
[1]-10; and Savoir-Faire (High Society) (E) IQ [1]-10.<br />
Background Skills: 4 points chosen from among Area<br />
Knowledge (any) or Savoir-Faire (Dojo), both IQ/E;<br />
Connoisseur (Weapons) or Merchant, both IQ/A;<br />
Diplomacy, Expert Skill (Hoplology), or Law (Criminal),<br />
all IQ/H; or Intimidation, Will/A.<br />
* Multiplied for self-control number; see p. B120.<br />
Lens<br />
Cinematic (+100 points): Add 80 points chosen from among<br />
Enhanced Block 1-3 [5/level], Enhanced Dodge 1-3<br />
[15/level], Enhanced Parry 1-3 [5 or 10/level], Enhanced<br />
Time Sense [45], Extra Attack 1 or 2 (Multi-Strike, +20%)<br />
[30 or 60], Forceful Chi 1-4 [15/level], Innate Attack<br />
[Varies], Resistant to Chi Abilities (+3) [10], Trained by a<br />
Master [30], or Weapon Master [20-45]. You must take<br />
either Trained by a Master or Weapon Master! • Add 20<br />
points in your style’s cinematic skills (and prerequisites);<br />
Flying Leap is extremely useful for surprising adversaries<br />
and getting the first strike.<br />
Customization Notes<br />
Styles: Sword styles dominate the profession. These include<br />
Fencing (pp. 156-159), Kenjutsu (pp. 173-175), Longsword<br />
Fighting (pp. 180-182), Shortsword Fighting (p. 195), Swordand-Buckler<br />
Play (p. 199), and Sword-and-Shield Fighting<br />
(pp. 199-200). Historical duelists might instead know Glaive<br />
Fighting (p. 187), Pollaxe Fighting (p. 191), or Quarterstaff<br />
(pp. 192-193). A duelist might supplement any of these styles<br />
with Combat Wrestling (pp. 204-205) and/or Dagger Fighting<br />
(p. 155). An alternative for the well-rounded 15th- through<br />
17th-century European duelist is the very complete Masters of<br />
Defence Weapon Training (p. 182).<br />
Style Lenses: Usually none, because the unmodified<br />
forms of most styles suitable for duelists are meant for dueling.<br />
“Trained by a Fraud” is conceivable for a wannabe<br />
duelist taught by an unscrupulous master, though.<br />
Instructor<br />
34 CHARACTERS<br />
175 points<br />
You’re a martial-arts master with your own dojo, salle,<br />
gym, etc. While you’re an accomplished fighter, your real<br />
expertise lies in inspiring students to train and in figuring<br />
out where they most need to improve. How you do this is up<br />
to you. You might favor newfangled “scientific” methods<br />
(e.g., geometric patterns on the floor or gleaming machines)<br />
or old-fashioned ones. You might patiently tutor your<br />
charges or beat them until they get it right . . .<br />
Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20].