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Gizmos<br />
see p. B57<br />
Stealthy assassins and warriors in martial-arts fiction,<br />
especially ninja, always seem to have exactly the hardware<br />
they need – blowpipes, flash grenades, garrotes, knives,<br />
smoke bombs, throwing stars, vials of poison, etc. – without<br />
carrying a concealed armory that slows them with its weight<br />
or draws suspicion with its bulk. To simulate this, the GM<br />
may permit those with Weapon Master to buy Gizmos with<br />
an Accessibility limitation: Only for style, -20%. This limits<br />
the Gizmos to things typically used by the martial artist’s<br />
style (GM’s opinion) and that weigh no more than 1 lb. apiece<br />
. . . but they’re undetectable and don’t count as encumbrance<br />
until revealed.<br />
Gunslinger<br />
see p. B58<br />
As the Basic Set suggests, the GM may allow low-tech<br />
versions of this advantage that cover muscle-powered<br />
weapons. Here’s an example suitable for mythic samurai,<br />
fantasy Elves, and green-clad English bandits.<br />
Heroic Archer<br />
20 points<br />
You can perform amazing feats with any weapon that<br />
uses the Bow skill. When you Attack or All-Out Attack with<br />
a bow, you may add its Accuracy bonus to skill without taking<br />
an Aim maneuver. If you do Aim, you get +1 after one<br />
second or +2 after two or more seconds, in addition to Acc.<br />
When you Move and Attack, you don’t get your bow’s Acc<br />
bonus but may ignore its Bulk penalty. Ignore the extra -1 or<br />
-2 to skill for a Flying Attack (p. 107) or an Acrobatic Attack<br />
(p. 107), too. This lets you shoot at full skill even while running,<br />
jumping, sliding down banisters, etc.<br />
You can also disregard Bulk in close combat (see<br />
Weapons for Close Combat, p. B391). You never get an Acc<br />
bonus there but you do shoot at full skill. This makes the<br />
Close Combat technique (p. 69) redundant for you.<br />
You can use Quick-Shooting Bows (pp. 119-120) to<br />
improve your rate of fire when you Move and Attack as well<br />
as when you Attack or All-Out Attack. Regardless of your<br />
maneuver, halve the -6 to skill for this stunt. On an Attack or<br />
All-Out Attack, add Acc to your attack roll but not to the skill<br />
roll to ready your bow hastily. Similarly, halve the penalty to<br />
shoot two arrows at once using Dual-Weapon Attack (p. 83);<br />
DWA (Bow) defaults to Bow-2 for you, not Bow-4.<br />
Finally, when you use Fast-Draw (Arrow), total all applicable<br />
penalties from Multiple Fast-Draw (p. 103), Fast-Draw<br />
from Odd Positions (pp. 103-104), and Move and Attack<br />
(p. 107), halve the sum, and round in your favor.<br />
You can combine Heroic Archer with any Weapon<br />
Master specialty that covers bows. This gives you the damage<br />
bonus for Weapon Master and all of the above benefits<br />
– and makes the quick-shooting penalty a mere -1!<br />
Injury Tolerance<br />
see p. B60<br />
A new form of Injury Tolerance suits some cinematic<br />
action heroes:<br />
Damage Reduction: You divide the injury you suffer by 2,<br />
3, or 4 after subtracting DR from damage and applying<br />
wounding modifiers. This normally reduces all injury, but<br />
the GM should require the Limited modifier (see Limited<br />
Defenses, p. B46) in a <strong>Martial</strong> <strong>Arts</strong> game. “Physical Attacks”<br />
gives -20%, while “Crushing” or “Unarmed” gives -40%. 50<br />
points for a divisor of 2, 75 points for 3, 100 points for 4.<br />
Innate Attack<br />
see p. B61<br />
Use Innate Attack to create the “chi blasts” wielded by<br />
martial artists in video games and comic books. These take<br />
many forms: flaming breath, devastating kiais, “weapons” of<br />
pure chi, and so on. Some of the more improbable claims<br />
made for legendary masters in the real world would also be<br />
Innate Attacks, such as blows delivered from a distance,<br />
direct psychic attacks, and the sinister “hand of death.”<br />
If the GM allows such abilities, he should limit damage<br />
to keep Innate Attack from eclipsing the fists, swords, bows,<br />
and so forth that martial artists usually use, even in video<br />
games. <strong>Martial</strong>-arts tradition provides convenient guidelines:<br />
these abilities draw their strength from the same well<br />
as the martial artist’s unarmed attacks – his chi – and should<br />
inflict comparable damage. Since most of these exotic<br />
attacks violently expend the user’s chi, they should cost FP.<br />
This provides a convenient hedge against overuse.<br />
Such an attack should still be a useful alternative to an<br />
ordinary punch, though. Otherwise, who’d waste time developing<br />
it? Fitting capabilities include non-crushing damage,<br />
ongoing injury (like poison), the capacity to partially or<br />
wholly bypass DR, and range.<br />
Below are worked examples of suitable abilities. Damage<br />
is 1d, equivalent to a strong man’s punch. In each case, the<br />
sum of the modifiers used appears in parentheses after the<br />
attack’s name. To alter damage, apply this total modifier to<br />
the cost of an Innate Attack of the desired size.<br />
Breath of Dragon (-25%): Burning Attack 1d (Costs<br />
Fatigue, 1 FP, -5%; Melee Attack, Reach 1-4, Cannot Parry,<br />
-20%) [4]. Notes: A narrow flame jet – spewed from the<br />
mouth – that can scorch a target up to four yards away. This<br />
counts as a melee attack. Take an Attack maneuver and roll<br />
against Innate Attack (Breath) to hit. 4 points.<br />
Flying Fists (+0%): Crushing Attack 1d (Blockable, -10%;<br />
Costs Fatigue, 1 FP, -5%; Low Signature, +10%; Variable,<br />
+5%) [5]. Notes: By punching or kicking at air, you can smite<br />
a distant target. If the victim has never witnessed this ability,<br />
he must make a Sense roll at -4 to know he’s being<br />
attacked! (He may defend normally against later uses.) It’s<br />
otherwise a standard ranged attack with Acc 3, 1/2D 10, Max<br />
100, and RoF 1. To use it, take an Attack maneuver. Roll<br />
against Karate to hit. 5 points.<br />
Ghost Knife (-40%): Impaling Attack 1d (Blockable,<br />
-10%; Costs Fatigue, 1 FP, -5%; Inaccurate 3, -15%;<br />
Increased 1/2D, ¥5, +10%; Reduced Range, ¥1/5, -20%) [5].<br />
Notes: A hurled blade of pure chi, this is a standard ranged<br />
attack with Acc 0, 1/2D 10, Max 20, and RoF 1. To use it,<br />
take an Attack maneuver and roll against Thrown Weapon<br />
(Knife) to hit. 5 points.<br />
CHARACTERS 45