You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Customization Notes<br />
Styles: Unarmed styles with a strong body of kicks are<br />
popular on the big screen. These include Hapkido (p. 161),<br />
Kyokushin (pp. 171-172), Muay Thai (pp. 185-186), Tae<br />
Kwon Do (p. 200), and Wushu (pp. 206-207). Other styles<br />
made famous by movie stars are Aikido (p. 149), Jeet Kune<br />
Do (pp. 164-165), Professional Wrestling (p. 206), and Wing<br />
Chun (pp. 203-204). Actors often use training in modern art<br />
and sport forms to simulate Shaolin Kung Fu (p. 194) and<br />
Taijutsu (pp. 202-203) – but in a cinematic game, their skills<br />
might be real. Weapons show up in film, too, led by the<br />
whippy swords of Sport Fencing (p. 160), the trademark<br />
nunchaku and sais of Kobujutsu (p. 178), and the “ninja<br />
stars” of Shurikenjutsu (pp. 195-197).<br />
Style Lenses: The watered-down styles that result from<br />
“Self-Defense” and “Trained by a Fraud” are suitable for a<br />
phony. An ex-contender would know the unmodified style.<br />
Spy<br />
100 points<br />
You spy for an intelligence, military, or security service.<br />
You aren’t an analyst or a diplomat, though – you’re a more<br />
“hands-on” kind of spy. Your specialties are physical infiltration,<br />
gathering information, and getting out in one piece.<br />
You employ martial arts because they’re hard to trace,<br />
silent, and the ultimate concealed weapon. These features<br />
make them handy for taking out inconvenient sentries and<br />
making informants talk.<br />
Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].<br />
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.;<br />
HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed<br />
5.50 [0]; Basic Move 5 [0].<br />
Advantages: 15 points chosen from among Alternate<br />
Identity (Legal) [5] or (Illegal) [15], Claim to Hospitality<br />
(Safe-houses of allied nations) [10], Contact Group (Spy<br />
network; Skill-15; 9 or less; Somewhat Reliable) [10] or<br />
(Skill-18) [15], Rank 1-3 (Administrative or Military)<br />
[5/level], or Security Clearance [5, 10, or 15]. • Another<br />
15 points chosen from among Will +1 to +3 [5/level], Per<br />
+1 to +3 [5/level], Acute Senses (any) 1-5 [2/level],<br />
Cultural Familiarity [1/culture], Danger Sense [15],<br />
Eidetic Memory [5] or Photographic Memory [10],<br />
Flexibility [5], High Pain Threshold [10], Languages<br />
(any) [2-6/language], Peripheral Vision [15], Style<br />
Familiarity (any) [1/style], or Style Perks [1/perk].<br />
Perks: Style Familiarity (own style) [1].<br />
Disadvantages: Duty (Intelligence service; Extremely<br />
Hazardous; 15 or less) [-20]. • One of Enemy<br />
(Counterintelligence cell; Hunter; 9 or less) [-20], Enemy<br />
(Enemy nation; Watcher; 12 or less) [-20], or Secret (Spy)<br />
[-20]. • Another -10 points chosen from among Callous [-<br />
5], Curious [-5*], Intolerance (Enemy nation) [-5] or (All<br />
nations but own) [-10], Paranoia [-10], or Sense of Duty<br />
(Own nation) [-10].<br />
Primary Skills: Area Knowledge (any) (E) IQ [1]-12;<br />
Observation (A) Per [2]-12; Stealth (A) DX [2]-12; and 20<br />
points in the skills and techniques of a combat style (see<br />
Chapter 5).<br />
Secondary Skills: Pick one of these three options: Acting (A)<br />
IQ [2]-12 and Disguise (A) IQ [2]-12; Parachuting (E)<br />
DX+2 [4]-14; or Scuba (A) IQ [2]-12 and Swimming (E)<br />
HT+1 [2]-11. • Choose two of Forced Entry (E) DX+1 [2]-<br />
13; Climbing (A) DX [2]-12; or Electronics Operation<br />
(Security), Lockpicking, or Traps, all (A) IQ [2]-12.<br />
• Select one of Filch (A) DX [2]-12; Electronics Operation<br />
(Surveillance), Interrogation, or Photography, all (A) IQ<br />
[2]-12; or Lip Reading or Search, both (A) Per [2]-12.<br />
• Take one of Escape (H) DX-1 [2]-11, Holdout (A) IQ<br />
[2]-12, or Smuggling (A) IQ [2]-12.<br />
Background Skills: Pick two of Cartography or Propaganda,<br />
both (A) IQ-1 [1]-11; or Cryptography, Diplomacy,<br />
Economics, Expert Skill (Computer Security, Military<br />
Science, or Political Science), Forensics, Geography<br />
(Political), or Intelligence Analysis, all (H) IQ-2 [1]-10.<br />
* Multiplied for self-control number; see p. B120.<br />
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], Gizmos [5/level], Innate Attack [Varies], Inner<br />
Balance 1-4 [15/level], Resistant to Chi Abilities (+3) [10],<br />
Trained by a Master [30], Weapon Master [20-45], or<br />
Wild Talent 1-3 [20/level]. You must take either Trained<br />
by a Master or Weapon Master! • Add 20 points in your<br />
style’s cinematic skills (and prerequisites); Invisibility Art<br />
and Light Walk work wonders.<br />
Customization Notes<br />
Styles: Historical ninja were spies, and used Taijutsu<br />
(pp. 202-203) when undercover and unarmed. Today, guns<br />
relegate martial arts to the court of last resort, for use when<br />
the spy is disarmed and has nothing to lose. Various forms<br />
of Military Hand-to-Hand (pp. 182-185) are most common,<br />
but such training is easily traced. To avoid this, some officers<br />
learn popular “civilian” styles: Boxing (pp. 152-153),<br />
Jujutsu (pp. 166-168), Karate (pp. 169-172), Wrestling<br />
(pp. 204-205), etc. Any style works in a cinematic game, but<br />
Western super-spies from the 1960s generally know Judo<br />
(p. 166) and Karate, while Russian and Chinese secret<br />
agents seem to prefer Sambo (p. 185) and Wushu (pp. 206-<br />
207), respectively.<br />
Style Lenses: For a ninja, none. For a modern spy, the<br />
“Military” or “Police” lens, depending on the agency. A good<br />
spy avoids fights and could get by with “Self-Defense.” A<br />
wartime spy can’t always circumvent violence and might<br />
end up with a skill set that looks a lot like the “Street” lens.<br />
Student<br />
38 CHARACTERS<br />
75 points<br />
You’re a martial-arts neophyte – but a talented, driven<br />
one. You make up in youthful energy what you lack in experience.<br />
In time, you could become a model example of any<br />
of the archetypes portrayed by the other templates. For now,<br />
you train, making whatever sacrifices this requires of you.<br />
You might spend all of your spare time at the gym – or, if<br />
you’re a traditional student, live with your master and work<br />
as his servant.<br />
Attributes: ST 10 [0]; DX 12 [40]; IQ 10 [0]; HT 12 [20].